LIinfinity

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  1. I'm going to save this area for patch updates.

    This is a portion of the 11/10/2011 patch notes. The portion that is relevant to 'PvP Mastermind'. Applicable changes have been made to the above guide.


    Quote:
    New Incarnate Powers
    Ten new Incarnate power trees have been added! There are four new trees in Alpha and Interface, and one new tree in Destiny and Judgement. Visit Empyrean Michael to unlock the new trees, then craft your new powers with the appropriate Incarnate salvage!

    Alpha

    Vigor Boost: This alpha tree focuses on boosting Healing, and secondarily boosts Accuracy and Endurance Reduction. The radial branch also boosts Fear, Sleep, or Confuse effects.
    Agility Boost: This alpha tree focuses on boosting Endurance Modification, and secondarily boosts Defense and Recharge rate. The radial branch also boosts run speed, fly speed, and jump distance.
    Intuition Boost: This alpha tree focuses on boosting Hold effects, and secondarily boosts Defense Debuffs and Range. The radial branch also boosts Damage, Slow effects, and To Hit Debuffs.
    Resilient Boost: This alpha tree focuses on boosting Resistance, and secondarily boosts Immobilize effects and Taunt durations. The radial branch also buffs Intangibility and Stun effects, and To Hit buffs.

    Interface

    Cognitive Interface: This interface tree adds a chance to confuse targets of your attacks for approximately 2 seconds. The core branch increases the chance to confuse targets, while the radial branch adds a chance for a minor Psionic damage over time (DoT) effect.
    Degenerative Interface: This interface tree adds a chance to debuff a target's maximum HP when you attack. The core branch increases the chance for the HP debuff to occur, while the radial branch adds a chance for a minor Toxic damage over time (DoT) effect.
    Preemptive Interface: This interface tree adds a chance for your attacks to include an additional Endurance damage over time (DoT) effect. The core branch increases the chance of Endurance drain, while the radial branch adds a chance for an additional moderate Energy damage over time (DoT) effect.
    Spectral Interface: This interface tree adds a chance to immobilize targets of your attacks for approximately 2 seconds. The core branch increases the chance to immobilize targets, while the radial branch adds a chance for an additional moderate Negative damage over time (DoT) effect.

    Judgement

    Vorpal Judgement: You teleport and kick all enemies you successfully hit in a cone in front of you for heavy smashing damage. The core branch adds a chance to inflict a lethal DoT on all targets struck. Using the radial branch version of the power grants you a defense bonus during and after the attack due to your quick movement.

    Destiny

    Incandescent Invocation/Epiphany: This location-targeted utility Destiny power brings Assemble the Team functionality to an entire League and combines that with a potent buff to healing received and a targeted area of effect (AoE) foe Knockback and Stun. Its use creates a small safe zone in which your group can regroup, rebuff, and get back into the fight when it would otherwise wipe.

    The core tree provides even more amplified healing on all targets. Using the radial tree provides additional utility in stealth radius, perception, and move speed boosts, or even short-term phase shift for your entire league.
    Quote:
    Inspirations

    All Resistance inspirations should now properly grant teleport resistance in all situations.
    The following patch notes went live on 12/06/2011, and are reflected in the above guide.

    Quote:
    INCARNATE POWERS

    Vorpal Radial Judgements with Defense boost components will no longer play an incorrect combat message log for the user.

    Vigor Boost Rare and Very Rare powers now properly boost the effects of Auto powers that enhance Regeneration, Max Health, or Healing.

    Interface:

    The damage of the DoT portions of Cognitive and Degenerative interface has been increased by 60%
    The Degenerative Interface -MaxHP proc has been strengthened. It should now properly function against all types of NPC and players.
    The Spectral Interface chance to immobilize has been increased by 250% at all tiers.
    The duration of the Spectral Interface immobilize procs has been standardized at 4 seconds in PvE and 2 seconds in PvP for all ATs.
    The base magnitude of a Spectral Interface immobilize proc has been increased from 1 to 2.
    The Cognitive Interface chance to confuse has been increased by 200% at all tiers.
    The duration of the Cognitive Interface confuse procs has been standardized at 4 seconds in PvE and 2 seconds in PvP for all ATs.
    The base magnitude of a Cognitive Interface confuse proc has been increased from 1 to 2.
    The magnitude of the Endurance Drain in Preemptive Interface has been doubled in PvE.
    A chance to decrease the recovery of affected targets has been added to Preemptive Interface's Endurance Drain debuff.

    Resilient Alpha:

    The To Hit Buff in this tree has been moved from the Radial tree to the Core tree. The Taunt Duration in this tree has been moved from the Core tree to the Radial tree.
    The Resistance boost of Resilient Total Core Revamp and Resilient Core Paragon has been increased from 27% to 33%

    If you have any Tips & Tricks you like to add, simply post them below. I know there are many and I will add to this section in the future.
  2. PvP Mastermind
    The reason I'm writing the following guide is to fill a big gap in the CoH Boards. This guide represents the only venture into the realm of Masterminds and PvP - that I know of. And keep in mind that I follow the Boards on an almost daily basis and take great interest in anything tagged as PvP. In my time of monitoring the Boards I've seen - maybe - 3 PvP MM builds. I recall 1 of these builds being put together by someone who said "this should work". In other words, this particular poster had never actually played the build in a PvP environment. He merely sat down with Mid's Designer and put together something that he thought would work.

    **** that.

    The following guide will take you into the zone of Recluse's Victory(RV) and give you a general idea of the abilities and limits of the Mastermind arch type. After reading this guide you will have a sense of what its like playing in zone PvP through the eyes of a MM. You will also better understand what if takes to prepare for level 50 combat. Particular attention will be given to the Incarnate abilities and the affects they have on RV gameplay. Lastly, a played and proven build will be given to show what works in the chaos known as RV.

    Masterminds
    Masterminds are the most popular AT in the CoH game. But yet when it comes to PvP, it is one of the least played. You go into RV on any given day and will see several Scrappers, Stalkers, Tanks, Doms, and Blasters. But where are the MMs? Are MMs not compatible with zone PvP? They must not be, otherwise there would be several of them roaming the zone looking to impose themselves on the opposite faction?

    First of all, MMs are compatible with PvP. I promise you this much. But is the arch type compatible with your play style? Most likely not. The arch type doesn't play like other ATs in that it is slow to set-up and get to a target. Where as with other ATs it is advisable to move around - move around a lot, with MMs you want to stay put. My point is this: to play the MM you need to have patience. Patience in your preparation and patience in your gameplay. Patience as a whole is something found less and less in the game nowadays. Let me give you a 'for instance'. The power Super Speed. Prior to Issue 21, to take the power a character needed to be at least level 14 and have taken another power from the Speed pool. Currently, a character only needs to be a level 4 to take Super Speed. The game is speeding up, it doesn't matter if your talking about the player base, or the game itself.


    Below are the 6 Preparation rules for taking a Mastermind into RV
    1) Have your MM at level 50 with tier 4 Judgment, Lore, Interface, Destiny, and Alpha Slot powers. These are the Incarnate powers that are achievable by doing the Incarnate Trials found in the 'LFG' tab on your chat box.
    2) Have your MM enhanced with IOs that provide goal oriented set-bonuses. For example, if your build is going for a lot of Resistance, have set-bonuses that provide +Res.
    3) Have stat-enhancing badges. For more info go to: http://paragonwiki.com/wiki/Hero_Accolades or http://paragonwiki.com/wiki/Villain_Accolade_Badges
    4) Have the power Teleport. Have a Patron Shield.
    5) Have the power Hibernate or Phase Shift. The temp powers of Phase Shift will do.
    6) Have several large Green inspirations along with many Orange inspirations.
    Also keep a couple large/super Blues in your tray.

    The following 6 Golden rules enable a MM to be 'well played'
    7) Get a Heavy and keep it with you. These RV Heavies not only represent another controllable henchmen, but they are a very powerful one - level 54 Elite Boss with 5,416 hit points. And to top it off, all of your Leadership, Secondary, and Pet IO buffs are shared by the Heavy.
    8) Stay in Bodyguard(BG) mode. This is where your henchmen are set to either Follow/Stay/Goto & Defensive stance, and are within 60' of your MM. While in these stances, your henchmen share any damage that the actual MM may incur. The more henchmen within 60' of the MM, the more damage is mitigated away from the actual MM. See the quote further down in this guide for explanation.
    Another benefit of having your henchmen close to you is the Supremacy mechanic. It grants a 25% bonus to Damage and a 10% ToHit bonus to henchmen within 60' of the actual MM. This mechanic requires line of sight between the henchmen and the MM to work.
    9) Get a Team. Most preferably - another MM. As a single MM in RV, your no big deal. But add one or more of your kind and your team incrementally gets closer to God Mode. This is not to say that other ATs are nice to be teamed with, but other MMs on your team is what you should be striving for. When MMs are on the same team, they share several important buffs as well as create confusion for any enemy looking to target them. Couple this with the fact that the MMs' sustained damage turns into burst damage, and... I think you get the idea.
    10) Know your environment. When you fist enter the zone, go ahead and take a TP around. Is there a gank squad roaming around? Are there a lot of enemy Controllers/Doms/Blasters? How about other MMs? Who is out there to team with? For the duration of your time in RV, your going to be in one small area of the map. Know what is happening in the other parts.
    11) Stay out of Broadcast. Nothing positive can come of you engaging in zone Broadcast. Your there to get kills and have some fun. You already have too many things to keep track of playing a MM, no need to add one more.
    12) Be patient in your game play. Stay in BG Mode. Keep your Heavy close. Make sure your buffs are applied. Move around, but in small bursts. Remember that the fight will come to you.
    If you feel compelled to be aggressive in an active zone, switch to another one of your characters.

    Quote:
    Heavies — your new best friends

    Overview: Each side has at its command 3 Heavy Class robots that can be utilized as pets. The locations can be found on the OPS map in your starting base. Think of these as the tanks of this particular battlefield.

    As far as firepower and the amount of damage taken, a Heavy can go head-to-head with 4 elite bosses and emerge victorious most of the time. A Heavy can take out most players in three shots, and are not to be ignored.

    These Robots can be used by any class, and work exactly like a mastermind pet; remember that these are slow movers, so if super speed is your thing, you will have to wait a while for it to catch up with you.

    To acquire a Heavy, locate a platform and click on the control panel. If there is no Robot on the platform, someone has already taken it. A Heavy will re-spawn on its platform only after it or its controller has been defeated, or it has been dismissed.

    Be careful not to camp the spot too much waiting for one to appear, as these areas will no doubt be camped by the enemy after they discover them.

    Tactics: Heavies are very good at helping.

    One of the best uses for Heavies is to capture pillboxes. A single player with a Heavy can defeat the turrets of an undefended pillbox fairly quickly, without too much risk.

    If attacking a defended pillbox, set the Heavy to take down the turrets or send it straight at the pill box controller to help draw fire away from you as you attack.

    When attacking players, each heavy has special attacks particular to it. The Freedom Corps Cataphract has excellent medium and long range AoE capabilities, where the Arachnos Blaster has great medium range hold attacks and is extremely dangerous in hand to hand combat; and is no slouch at long range.

    The best thing to take out a Heavy is another Heavy.

    If you are I.D.’d as the controller of the Heavy (and your name does show up on its target bar) the enemy will be looking to take you out as quickly as they can, so make sure that you are in a position such that you cannot be easily spotted, or if in the open, that you are properly defended by your team.

    If you have a team set up, make sure the person with the best chance of survivability has control of robot.
    -Taken from Tips and Stratagems, Recluse's Victory By Thomas Foss (aka Archon Voss) — Senior Staff Designer & Zone Director

    Quote:
    Core Powers: Bodyguard
    This is accessed by setting any henchman to Follow/Stay/Goto and Defensive. When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from, after the MM's personal resistances are applied.

    Each Henchman takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the Henchmen themselves might incur from Area attacks. The resistance/defense of the henchmen is not applied to this damage and instead goes straight against their hitpoint total.

    Example 1: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).

    Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.


    Bodyguard will work as long as a Henchman is in Defensive Follow or Defensive Stay/Goto. This means that they will attack back when you or they are attacked. Issuing an order of “Attack my target” will take them out of bodyguard mode, as will issuing any other stance. You can set as many of your Henchmen to bodyguard that you want.

    As long as the Henchman is in Defensive Follow/Stay/Goto and within Supremacy range, he is in Bodyguard mode. Status effects will not turn off bodyguard mode. Bodyguard does not function with Lore Incarnate henchmen.
    -Taken from MZ's Guide to the Modern Mastermind v4.5(@Master Zaprobo)




    Incarnate Powers in RV

    The powers derived from doing the Incarnate Trials have changed PvP in RV. Incarnates have also changed the way to attack an MM. The very 1st Incarnate power granted to a character is the Judgement attack. This is the power that I will discuss the most throughout this guide, since it affects the Mastermind AT so much. It is important to remember that everyone now has an AoE attack that does Extreme damage and recharges every 90 seconds. As if that is not enough to worry about, these attacks also have nasty secondary affects. Two of the most common being additional DMG and chance for a hold. What better opening attack to use on a MM? I can't think of any, and I can safely say that either can my fellow players in RV.

    Below are the 10 types of Judgement attacks that a MM will be bombarded with in RV. All powers shown here are tier 4. All powers are typed as AoE/'SLFCENPT'. The Ion Judgements are set at 2.00X Accuracy, which basically makes them auto-hit. All other Judgements are set at 1.30X Accuracy, which is still quite accurate.
    Cryonic Core Final Judgement: Long Ranged Cone(120' radius/45 degree arc), Extreme DMG(Cold type: 428), Chance for additional DMG(20% chance, Cold type: 161)
    Cryonic Radial Final Judgement: Long Ranged Cone(120' radius/45 degree arc), Extreme DMG(Cold type: 428); Foe -Speed(-50% for 30sec), -Recharge(-50% for 30sec), Chance for Hold(25% chance/Mag 4/4.00 sec duration)

    Ion Core Final Judgement: Chain Ranged AoE(80' range), Extreme DMG(Energy type: 428), Chance for additional DMG(20% chance to each foe surrounding the target, Energy type: 161)
    Ion Radial Final Judgement: Chain Ranged AoE(80' range), Extreme DMG(Energy type: 428); Foe -End(-10), -Rec(-100% for 10 sec), Chance for Hold(25% chance/Mag 4/4.00 sec duration)

    Pyronic Core Final Judgement: Targeted Wide Ranged AoE(80' range), Extreme DMG(Fire type: 428) + Superior DoT(6 ticks of 80% chance for Fire type: 21.4)
    Pyronic Radial Final Judgement: Targeted Wide Ranged AoE(80' range), Extreme DMG(Fire type: 428), Chance for Disorient(25% chance/Mag 4/4.00 sec duration)

    Void Core Final Judgement: Wide PBAoE Extreme DMG(Negative Energy type: 428/50' radius), Chance for additional DMG(20% chance, Negative Energy type: 161)
    Void Radial Final Judgement: Wide PBAoE Extreme DMG(Negative Energy type: 428/50' radius), Foe -DMG(-50% for 30sec)

    Vorpal Core Final Judgement: Self-Targeted Wide Cone(120' radius/120 degree arc), Extreme DMG(Smashing type: 428), + Superior DoT(6 ticks of 80% chance for Lethal type: 21.4)
    Vorpal Radial Final Judgement: Self-Targeted Wide Cone(120' radius/120 degree arc), Extreme DMG(Smashing type: 428), Self +Defense(30% to All for 10 sec duration)

    Below are the 16 types of Lore pets that a Mastermind may choose from. All powers shown here are tier 4. The Core Superior Ally pets both attack and are spawned for a duration of 5 minutes. The recharge time is 15 minutes between uses.
    The Radial Superior Ally pets have 1 that attacks & 1 that supports. The Support type pet is out for a duration of 3 minutes, 20 sec, while the attacking pet has a full duration of 5 minutes. Also note that the Support pet is 'untouchable' while spawned. The recharge time for these pets is only 10 minutes.
    Arachnos - Pets have mostly Melee attacks with DoT(Toxic type) secondary effects; Support pet has single target heal & PBAoE toggle(+Perception, +Res(Perception), +ToHit, +Res(Confuse))
    Carnival of Shadows - Pets have mixed attacks with control secondary effects; Support pet has single target heal & single target buff(+ToHit, +DMG; 60 sec duration)
    Cimerorans - Pets have mostly Melee attacks with -Def effects; Support has single target heal & AoE heal
    Clockwork - Pets have all Ranged attacks with -Def/DoT(Energy type) effects; Support has single target heal & single target buff(+Def for 20-30 sec)
    IDF - Pets have mixed attacks with Stun/Knockback effects; Support has single target heal(+Res(Stun, Hold, Sleep, Immobilize, Confuse, Fear, Terrorize; 30 sec duration) & PBAoE toggle(+Def, +Res(Stun, Immobilize))
    Longbow - Pets have all Ranged attacks with Knockback effects; Support has single target heal & AoE heal
    Nemesis - Pets have mixed attacks with Knockback/Stun effects; Support has single target heal(+Res(Stun, Hold, Sleep, Immobilize, Confuse, Fear, Terrorize; 30 sec duration) & AoE heal
    Phantom - Pets have mixed attacks with DoT(Fire type) secondary effects; Support has single target heal & single target buff(+Rec, +Regen, +Rech, +Res(Jump, Run, Rech, Fly); 75 sec duration), note: Pet will cast buff every 4 min 20 sec.
    Polar Lights - Pets have all Ranged attacks with -Def effects; Support has single target heal & PBAoE toggle(+DMG, +Res(Taunt, Placate))
    Rikti - Pets have mixed attacks with control effects; Support has AoE heal & AoE buff(+DMG, +Rech, +Rec, +Fly, +Run, +Res(Hold, Stun, Sleep, Immobilize); 60 sec duration), note: Pet will cast buff every 4 min
    Robotic Drones - Pets have all Ranged attacks with -Regen effects; Support has single target heal(+Res(Stun, Hold, Sleep, Immobilize, Confuse, Fear, Terrorize; 30 sec duration)) & PBAoE toggle(+Def, +Res(Stun, Immobilize))
    Rularuu - Pets have mixed attacks with 2 being Holds; Support has single target heal & AoE buff(+DMG; 30 sec duration), note: Pet will cast buff every 4 min. Pet has to take damage before triggering buff?
    Seers - Pets have mostly Ranged attacks with control effects; Support has single target heal & single target buff(+ToHit, +DMG, +Def; 30 sec duration)
    Storm Elementals - Pets have Ranged attacks with -End effects; Support has single target heal(+Perception, +Res(Stun, Sleep, Rec, End drain, Perception; 60 sec duration)) & PBAoE debuff toggle(-Range, -ToHit; 25' radius)
    Vanguard - Pets have mostly Ranged attacks with assorted secondary effects; Support has enemy-targeted AoE heal/debuff(-ToHit, -DMG, -Regen) & PBAoE toggle(+DMG, +Res(Taunt, Placate))
    Warworks - Pets have mixed attacks with -Def/-Regen effects; Support has single target heal(+Res(Stun, Hold, Sleep, Immobilize, Confuse, Fear, Terrorize; 30 sec duration)) & PBAoE toggle(+Def, +Res(Stun, Immobilize))
    The above list is meant as a general guide to the Lore pets that a Mastermind may choose from. If you want to look at the hard numbers of the pets' attacks or buffs, simply access the 'Incarnate Abilities' menu in game and right-click the powers tree. Keep in mind that when looking at these hard numbers that the pets, like henchmen, are not subject to the DR mechanic in PvP. That is to say that your henchmen will receive a buff at full strength, but the actual MM will have the same buff watered-down to comply with DR. Also, the Lore support will focus its single target buff on the actual MM and not the MM's henchmen/pets.

    Valid questions about the Lore pets are: Which type of pet do I equip my MM with? And, do I choose the 2 attacking pets or do I go with the 1 attacking pet and the Support - which are up 5 minutes faster?
    Unfortunately, I cannot give a definitive answer to either of these question. This is why I have gone through the process of listing each of the Lore pets for the player to consider. I will say this though, the Storm Elementals are a good choice due to their having ranged attacks and the ability to create an environment of 'confusion'. I am not referring to the status effect. The colored clouds that make up the pets are semitransparent making it difficult for players to target through. Also, the heal/buff provided by the Storm Elemental Support is great for PvP. I further believe that either the Core Superior Ally or Radial Superior Ally is a fine choice here. The only no-choice with Lore pets is whether to have them or not.


    The following list shows the 8 types of Interface procs that a Mastermind may choose from. I use the word 'procs' here because the Interface is not a power within itself, but more of a contingent affect. In other words, the primary power must 1st hit its target in order for the Interface to have a chance to activate. Think of it as an 'add-on' to a character's existing powers. Its important to note that these procs are applied to attacks used by the actual MM, henchmen, and pets - including Lore pets. A single target can have up to 4 debuffs stacked from the same type of proc. The effects Confuse & Immobilize(PvP) are both Mag 2 and have durations of 2 sec. All procs shown here are tier 4.
    Cognitive - Core Flawless Interface: 20% chance for Confuse and 25% chance for minor Psionic DoT
    Radial Flawless Interface: 12% chance for Confuse and 75% chance for minor Psionic DoT
    Degenerative - Core Flawless Interface: 75% chance for a Max HP debuff and 25% chance for minor Toxic DoT
    Radial Flawless Interface: 25% chance for a Max HP debuff and 75% chance for minor Toxic DoT
    Diamagnetic - Core Flawless Interface: 100% chance for a 5% ToHit debuff and 50% chance for a 15% Regeneration debuff
    Radial Flawless Interface: 100% chance for a 15% Regeneration debuff and 50% chance for a 5% ToHit debuff
    Gravitic - Core Flawless Interface: 75% chance for a 10% Recharge Rate debuff, 75% chance for a 10% Movement Speed debuff, and 50% chance for a 10% Recovery debuff
    Radial Flawless Interface: 75% chance for a 10% Recharge Rate debuff, 75% chance for a 10% debuff on secondary effects of enemy attacks, and 50% chance for a 10% Recovery debuff
    Paralytic - Core Flawless Interface: 75% chance for a 2.5% Defense debuff and 25% chance for a 5% Damage debuff
    Radial Flawless Interface: 75% chance for a 5% Damage debuff and 25% chance for a 2.5% Defense debuff
    Preemptive - Core Flawless Interface: 75% chance for Endurance drain with -Rec, and 25% chance for moderate Energy DoT
    Radial Flawless Interface: 25% chance for Endurance drain with -Rec, and 75% chance for moderate Energy DoT
    Reactive - Core Flawless Interface: 75% chance for a 2.5% Resistance debuff and 25% chance for moderate Fire DoT
    Radial Flawless Interface: 75% chance for moderate Fire DoT and 25% chance for a 2.5% Resistance debuff(-Res to all, 8 sec duration)
    Spectral - Core Flawless Interface: 25% chance for Immobilize and 25% chance for moderate Negative Energy DoT
    Radial Flawless Interface: 12.5% chance for Immobilize and 75% chance for moderate Negative Energy DoT

    Below are the 5 types of Destiny powers that are available to players. The Destiny powers are all click type abilities that provide certain buffs and/or heals to all allies surrounding the caster. These powers are basically group buffs that lesson in strength as time passes. All powers shown here are tier 4, and thus have a 60' cast radius with a durations of 90 or 120 seconds.
    Ageless - Core Epiphany: +Endurance, +Recharge, +Recovery for 120 sec
    Radial Epiphany: +Endurance, +Recharge, +Debuff Resistance for 120 sec
    Barrier - Core Epiphany: +Defense(All), +Resistance(All) for 120 sec
    Radial Epiphany: +Defense(All), +Resistance(All), Ally Rez(up to 2) for 90 sec
    Clarion - Core Epiphany: Status Effect Protection/Res for 120 sec
    Radial Epiphany: Status Effect Protection/Res, +Range, +secondary effects boost for 90 sec
    Rebirth - Core Epiphany: Heal, +Max HP for 120 sec
    Radial Epiphany: Heal, +Regeneration for 120 sec
    Incandescence - Core Epiphany: Targeted Wide AoE League Teleport, +Healing Received Bonus(league members & pets will get their Healing Resistance reduced, resulting in more HP healed for 120 sec). Foe KB(Mag 10) and Stun(Mag 3/4.00 sec duration)
    Radial Epiphany: Targeted Wide AoE League Teleport, +Healing Received Bonus, +Stealth, +Perception, +Movement Speed. Foe KB(Mag 10) and Stun(Mag 3/4.00 sec duration)

    The last Incarnate power is the Alpha Slot. Think of the Alpha Slot as a giant enhancement that boosts all your powers. It grants its boosts to every power that can utilize it. A power can utilize a boost if it slots the same type of enhancement. Powers can be enhanced by more than 1 element of the Alpha - if they are applicable. The affects of the Alpha Slot are not only felt by the actual Mastermind, but by his henchmen & some pets as well. This is an important fact when considering which type of Alpha to choose for a build. All powers shown here are tier 4, and thus 2/3 of the boosts ignore the effects of enhancement diminishing returns.
    Agility - Core Paragon: Increases Endurance Modification powers by 45%, Recharge rate by 33%, and Defense Buffs by 20%
    Radial Paragon: Increases Endurance Modification, Recharge, and Movement Speed by 33%, and Defense Buffs by 20%
    Cardiac - Core Paragon: Reduces Endurance cost by 45%, increases Range and DMG Resistance by 20%
    Radial Paragon: Reduces Endurance cost of powers by 33%, increases Range and DMG Resistance effects by 20%, Fear, Sleep, and Intangibility duration by 33%
    Intuition - Core Paragon: Increases Hold duration by 45%, Defense Debuff by 33%, and Range by 20%
    Radial Paragon: Increases Hold duration, Damage, Slow Movement, and Defense Debuff by 33%, ToHit Debuff and Range by 20%
    Musculature - Core Paragon: Increases Damage by 45%, Immobilization duration and Defense Debuff by 33%
    Radial Paragon: Increases Damage, Immobilization duration, Defense Debuff, Endurance Modification, and Run Speed effects by 33%, and ToHit Debuffs by 20%
    Nerve - Core Paragon: Increases Accuracy by 45%, Hold duration by 33%, and Defense Buffs by 20%
    Radial Paragon: Increases Accuracy, Hold duration, Taunt effects, Confuse duration, and Fly Speed by 33%, and Defense Buffs by 20%
    Resilient - Core Paragon: Increases Damage Resistance and Immobilize Durations by 33%, and ToHit buffs by 20%
    Radial Paragon: Increases Damage Resistance and ToHit effects by 20%, and Taunt, Immobilize, Intangible, and Stun Durations by 33%
    Spiritual - Core Paragon: Increases Recharge by 45%, Stun duration and Healing by 33%
    Radial Paragon: Increases Recharge, Healing, Stun duration, Slow Movement, and Jump effects by 33%, and ToHit Buffs by 20%
    Vigor - Core Paragon: Increases Healing by 45%, Accuracy and Endurance Reduction by 33%
    Radial Paragon: Increases Healing, Accuracy, Endurance Reduction, and Confuse, Sleep, Fear Durations by 33%

    Incarnate Powers Summarization
    Incarnate Powers in RV are both a blessing and a curse for the Mastermind. The MM has to manage the constant use of Judgement AoE powers on himself. The Destiny buff/heal is one way to manage these attacks. The MM then can turn around and use his Judgement attack to finish off a debuffed & wounded attacker. The enemy's Lore pets distract the MM's henchmen. These same type of pets work effectively when used by the MM himself - much like the Heavy.

    The enemy will have Interface procs empowering his attacks. The MM will have these same type of procs on his attacks, plus all his pets. And once again, the enemy will have an Alpha Slot enhancing all his powers. The Mastermind will as well.




    Teleport Foe
    The power Teleport Foe(TP Foe) is relevant to a Mastermind. Both in its being used by and against him. Let me start this section by saying that TP Foe is not a reliable power. It is not reliable for the following reasons: it can be interrupted, it needs to 'hit' the target, the target must also be in range, if the target is moving while TP Foed - the purpose of the TP is negated, and... there are ways to avoid being TP Foed.

    Taking Teleport Foe in the build of a Mastermind helps bring the fight to the MM. The power also fits nicely due to the MM being mostly stationary while PvPing. Additionally, Masterminds will already have the Teleportation pool on their build. But, the primary benefit a MM will derive from having TP Foe is to exploit player 'base sitting'. Base sitting is a term to describe the act of a player staying in his faction's base and the safety that it provides. A player may also base sit by attacking opposing players near the base and then quickly retreating to the base's safety. This scenario of players base sitting is very common in RV.

    The down-side of Teleport Foe is that it can be used against the MM to remove him from Bodyguard Mode. Once removed from BG Mode, the MM is subject to being 2-shotted. This is the tactic that I see many new players struggle with when first playing their MMs. Being aware of your environment comes into play here. The MM player needs to recognize his vulnerability to being TP Foed and have a plan with how to 1) prevent the TP, and 2) what to do if TP'ed by the enemy.
    Preventing enemy Teleport: Stealth, having high defense to Ranged and/or Energy attacks, creating an environment of confusion, teaming, usage of Orange inspirations.
    Reacting to being TP Foed: Super Speed or Combat Jump away, use a super Purple, Hibernate, Phase Shift, use Personal Force Field, click Invisibility, or use Detention Field/Sonic Cage on opponent.
    I have found that a combination of the above preventative measures coupled with fast reaction time is the best way to deal with Teleport Foe.
    What provides Teleport Protection for a MM?
    The powers Rest, Hibernate, and Personal Force Field
    The Kinetic's buff Increase Density(100% for 60 sec)
    After a successful or missed Teleport Foe attempt. Teleport Foe Protection buff(10,000% for 15 sec)
    Pillbox bunkers in RV. Force Field(10,000% for duration)
    Small, medium, large, and super Orange inspirations. Sturdy, Rugged, Robust, & Resistant(100% for 60 sec)
    I have purposely left off this list the enhancements: Gladiator's Armor: Teleportation Protection, +3% Def(All) & Shield Wall: Teleportation Protection, +3% Res(All). The descriptions for both these PvP enhancements states, "Gives the user a 20% chance for protection from Teleportation effects for 10 seconds". This description is misleading. Through testing I have found that for every 10 second cycle, 2 of the seconds will provide Teleport Protection. The TP Protection simply cycles on & off. In my opinion, the TP Protection provided by one of these IOs is very unreliable and provides more of a slight chance for TP Foe to miss its target. Having said this, the +3% Def/Res to all damage types is a good reason to slot either of these enhancements.

    Also left off the list is the auto temp power Time Lord's Boon: Self +Recharge, Res(Slow, Teleport). For every 10 second cycle, 7.5 of the seconds will provide Teleport Protection. The TP Protection simply cycles on & off. This Day Job temp power is difficult to charge for an active character. However, the TP Protection is in affect just about all the time.

    Note that the large & super Orange inspirations DO provide enemy teleport protection, tested: 11/11/11. This is no longer bugged.


    RV's NPC
    Quote:
    In zone PvP a Mastermind will fight the NPC as much, if not more than, other players.
    No truer words have been spoken of a Mastermind's interaction with the PVE element of RV. RV is not pure player-vs-player. RV is actually a 'player-vs-player-vs-environment', also known as PvPvE. All ATs are subject to the 'environment' element of RV, but you feel it so much more playing a MM. This constant meddling of the zone's NPC takes some getting use to, but yet is easy to overcome with proper game play. When choosing your place to setup, the NPC should be cleared of the area quickly. Even with this preparation, you will still have the occasional patrol to deal with. The plus side of dealing with the zone's NPC is that they are a good source of inspirations, and sometimes, a good source of protection.

    If you enter RV as a Hero, you will have to deal with Arachnos NPC. The closer you get to the Villain base, the more Arachnos mobs & patrols will be present. The Arachnos are known for their cone Psi attacks and control powers. Think Scramble Thoughts with its Mag 3 stun, Telekinetic Blast with its Knockback, or Mental Blast with the -Recharge. A well built MM with a Heavy will quickly dispose of these mobs and then be able to focus on players.

    If you enter RV as a Villain, you will have to battle the Longbow NPC. Once again, the closer you get to the opposite faction's base, the more mobs & patrols will be present. The Longbow are known for their exotic bosses along with an effective AoE debuff that every mob seems to possess. The debuff I am referring to is the Sonic Grenade(-Res to all damage types). This debuff is autohit and takes -30 to -40% of your resistance. The debuff also stacks when you encounter large Longbow mobs. The exotic bosses I mentioned are either Controller type NPC that do everything from Hurricane you to Radiate your team, Scrapper types that possess AoE attacks, or Tank types that take time to defeat.

    Whether you enter RV from the blue side or red, you will have pillboxes to contend with. These pillboxes are armed with 4 level 54 Bosses. Though that sounds impressive, the guns actually fire at a slow rate. The upside of these pillboxes is that they are easy to avoid and can be fought to secure an advantageous fighting position for a player. This position I speak of is a small bunker area located in the center of the pillbox structure. A secured bunker provides 25% Defense to all, 40% Res to Toxic, 2%/sec Regen, as well as Protection from enemy TP. This is a perfect place for a MM to gather himself after doing battle with other players. The pillboxes in RV are part of the minigame in the zone. I could write a lengthy guide on the minigame found in RV, but that is not the purpose of this guide. The minigame aside, the pillboxes are also a favorite amongst players as a farming activity.


    Arena
    Though the purpose of this guide is zone PvP, I feel urged to briefly mention the other part of PvP. That of course is the Arena. Many players that play in RV, also engage in Arena play. I have found that these players are few in number, but very passionate about this small portion of the game. These players tend to play their characters well and are confident in their abilities.

    Many challenges are issued through RV's broadcast for Arena matches. Some of these challenges are valid, some are the normal broadcast banter and not worth a second thought. Many players feel slighted when loosing to a well-played build and will want to further investigate the reason for their defeat. The Arena can be useful for this purpose because it is considered pure PvP. Or is it?

    The player that sets-up the Arena match has many options as to how the match will be played. He can set the match to duplicate the settings of RV or he may alter the game to the opponents' liking. This is to say, the event creator will dictate the rules of the match. This is something that can easily be abused by the player creating the match. Add to this the fact that the accepting player only has 10 seconds to review the settings of the event, and you have a situation created that is open to debate. The advice I give to avoid this potential problem is to not agree to Arena any non-friendly players. I am NOT saying you should avoid the 1vs1, what I am saying is take the challenge to a rooftop or corner of RV - there are many. Clear the area of any NPC, agree to inspiration terms, and tell the player to move when he is ready to battle. With this in-zone duel comes PvP that is direct, quick, and fair.

    Masterminds generally do very well in 1vs1 encounters, it doesn't matter if its in zone or the arena. There is a standout build though, as with any AT, and the MM's is the /Time secondary. I have observed several Arena matches with this build fighting. Through its use of the power Time Stop a Demons/Time MM is very impressive.


    What type of Mastermind to play in RV
    There really isn't any wrong type of MM to play in RV. I believe that a well played Mastermind will get kills and have fun don't matter what his Primary/Secondary are. Needless to say, I have not played every Primary & Secondary available to players. So, going in-depth on subjects I don't have first-hand knowledge of would be foolish on my part. So I will point out several things that I know work well in PvP.

    Ranged attacks are king in PvP. It doesn't matter if your talking about a Tank or Blaster, ranged attacks are what allows a character to consistently do damage in a fast paced zone. This speaks to henchmen that have ample ranged attacks. Think along the lines of Thugs or Bots. If your going with a build that TPs its targets to him, your still going to want a mix of ranged & melee attacks on your henchmen, think Demons or Necro.

    Mastermind secondary. The secondary options a player has to choose from go from very offensive to very defensive. When considering a secondary, try to imagine getting hit with several Judgements and then the actual MM getting attacked. This scenario is typical RV game play. This is also where an AoE heal is most valuable. If your going for a build that TPs its targets, think along of the lines of 'what to do' when the target is actually in front of you. A target will try to get away when it realizes its been TP'ed. Debuffs are also something that should not be overlooked in a secondary. Remember that MMs do sustained damage, so softening up a target goes a long way towards a kill.

    Patron/Ancillary Pool. This is where a Mastermind picks up his Shield. A Shield is a toggle power that provides protection to the actual MM. Shark Skin, Charged Armor, Temp Invulnerability, etc. are all Shields. Ideally you want to see a significant amount of +Res to all DMG types in a Shield. This thinking is due to MMs getting zero PvP Resist Bonus while in a PvP setting. Also, remember how the MM's Resistance figures into the BG Mode equation shown in 'Core Powers: Bodyguard'. These 2 factors make the Shield a priority when choosing a build's Patron Pool. Not all Shields are created equal though, so research carefully which one is right for your character.

    The Patron Pool is also where a MM can pick up damage, Immobilize, and Hold attacks. It is good strategy to have a Hold power when your build utilizes TP Foe. Honorable mention here goes to the Time Stop & Soul Storm holds. For disruption and debuffing, Power Boost paired with the /Dark Secondary is effective in PvP.




    To show I am not going to end this guide on a vague note, here is my current Thugs/Thermal build. The below build is being posted to give players an idea of what a PvP build looks like. Please keep in mind that this is a MM designed to be played with other MMs, though the build does quite fine solo. I'd like to add that this build shoots for a lot of +Def and that +Res based builds are also very effective - if not more effective. Posting any active PvP build on the forums is considered a social misstep and I am well aware of this point.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    LTi: Level 50 Magic Mastermind
    Primary Power Set: Thugs
    Secondary Power Set: Thermal Radiation
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Call Thugs Tier 1 henchmen. My henchmen are responsible for 90% of my MM's damage output. This is not the power to seek set-bonuses. No slotting of a DMG proc here because it would only be used in 1 Thug attack.
    • (A) Accuracy IO: Level 50
    • (3) Damage Increase IO: Level 50
    • (3) Blood Mandate - Accuracy/Damage: Level 50
    • (5) Blood Mandate - Accuracy: Level 50
    • (5) Blood Mandate - Damage: Level 50
    • (25) Edict of the Master - Defense Bonus: Level 40
    Level 1: Warmth AoE heal. This is the 1st thing I click after being hit with a Judgement.
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (7) Numina's Convalescence - Heal/Recharge: Level 50
    • (7) Numina's Convalescence - Heal: Level 50
    Level 2: Fire Shield
    • (A) Aegis - Resistance/Endurance: Level 50
    • (9) Aegis - Resistance/Recharge: Level 50
    • (9) Aegis - Endurance/Recharge: Level 50
    • (31) Aegis - Resistance/Endurance/Recharge: Level 50
    • (46) Aegis - Resistance: Level 50
    Level 4: Cauterize This is a weak single target heal compared to the other heals in the game. Will this heal stop a spike on a teammate? No. But, its perfect for healing henchmen to 100% and helping teammates with their green bars.
    • (A) Numina's Convalescence - Heal/Endurance: Level 50
    • (11) Numina's Convalescence - Endurance/Recharge: Level 50
    • (11) Numina's Convalescence - Heal/Recharge: Level 50
    • (13) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    • (13) Numina's Convalescence - Heal: Level 50
    • (46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 6: Equip Thugs
    • (A) Endurance Reduction IO: Level 50
    Level 8: Hasten (Please note that Enhancement Boosters are utilized here)
    • (A) Recharge Reduction IO: Level 50+5
    • (15) Recharge Reduction IO: Level 50+5
    Level 10: Plasma Shield
    • (A) Aegis - Resistance/Endurance: Level 50
    • (15) Aegis - Resistance/Recharge: Level 50
    • (17) Aegis - Resistance: Level 50
    Level 12: Call Enforcer Tier 2 henchmen. Once again, ACC & DMG are my concern here.
    • (A) Accuracy IO: Level 50
    • (17) Damage Increase IO: Level 50
    • (19) Blood Mandate - Accuracy/Damage: Level 50
    • (19) Blood Mandate - Accuracy: Level 50
    • (21) Blood Mandate - Damage: Level 50
    • (21) Touch of Lady Grey - Chance for Negative Damage: Level 50
    Level 14: Super Speed Helps with Run speed debuffs.
    • (A) Celerity - Endurance: Level 50
    • (23) Celerity - RunSpeed: Level 50
    • (23) Celerity - +Stealth: Level 50
    Level 16: Recall Friend This is where TP Foe would go if I had chosen it. Recall TP is helpful for teams.
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 25
    Level 18: Gang War 1) Creates environment of confusion for the enemy. 2) Helps with DMG output. Fantastic power.
    • (A) Call to Arms - Accuracy/Recharge: Level 30
    • (27) Call to Arms - Accuracy/Damage: Level 30
    • (27) Call to Arms - Accuracy/Damage/Recharge: Level 30
    • (29) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
    • (29) Soulbound Allegiance - Accuracy/Recharge: Level 50
    • (31) Call to Arms - Defense Bonus Aura for Pets: Level 30
    Level 20: Thaw When teamed, this is my best buff by far. Takes those long Stuns & Slows out of the equation for teammates. I make it a point to have at least one application on the MMs at all times.
    • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (31) Steadfast Protection - Knockback Protection: Level 30
    Level 22: Teleport Fastest and safest way to get around the zone. I use this power also to get out of gank situations.
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
    • (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (34) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    Level 24: Stealth This power helps avoid enemy TP as well as stack more Def on my build.
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Defense: Level 50
    • (33) Luck of the Gambler - Recharge Speed: Level 50
    • (34) Karma - Knockback Protection: Level 30
    Level 26: Call Bruiser Tier 3 henchmen. Great melee henchman with 1 ranged attack.
    • (A) Accuracy IO: Level 50
    • (34) Damage Increase IO: Level 50
    • (36) Blood Mandate - Accuracy/Damage: Level 50
    • (36) Blood Mandate - Accuracy: Level 50
    • (36) Blood Mandate - Damage: Level 50
    • (37) Explosive Strike - Chance for Smashing Damage: Level 20
    Level 28: Forge I always have this buff applied to my Bruiser. If teamed, the player with TP Foe will also have this applied to him.
    • (A) Adjusted Targeting - To Hit Buff: Level 50
    • (37) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (37) Adjusted Targeting - Endurance/Recharge: Level 50
    • (39) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    • (39) Adjusted Targeting - Recharge: Level 50
    Level 30: Maneuvers More Def for the henchmen and the actual MM.
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (40) Luck of the Gambler - Defense: Level 50
    • (45) Luck of the Gambler - Recharge Speed: Level 50
    Level 32: Upgrade Equipment
    • (A) Endurance Reduction IO: Level 50
    Level 35: Heat Exhaustion Thermal's 1st debuff. I apply this to the target after Melt Armor takes affect. Debuff is known for its -Recovery affect.
    • (A) Accuracy IO: Level 50+5
    • (40) Accuracy IO: Level 50+5
    • (40) Recharge Reduction IO: Level 50+5
    • (42) Recharge Reduction IO: Level 50+5
    Level 38: Melt Armor Thermal's 2nd debuff. This is my primary debuff power. It softens up a target for the sustained DMG from the henchmen.
    • (A) Accuracy IO: Level 50
    • (42) Accuracy IO: Level 50
    • (42) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
    • (43) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
    • (43) Touch of Lady Grey - Recharge/Endurance: Level 50
    • (43) Analyze Weakness - Accuracy/Defense Debuff: Level 50
    Level 41: Ice Blast I have 2 DMG dealing attacks on this build. This one I use to augment the -Recharge & -Speed debuffs of Cryonic.
    • (A) Accuracy IO: Level 50
    • (46) Accuracy IO: Level 50
    Level 44: Tactics The +ToHit, +Perception of this toggle makes it very valuable in PvP.
    • (A) Rectified Reticle - Increased Perception: Level 20
    Level 47: Frozen Armor This is my Patron Shield. Is it a good Patron Shield? Its not the best is my answer to that. With Frozen Armor, this build gets either +Res or +Def to each of the DMG types.
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (48) Luck of the Gambler - Defense/Recharge: Level 50
    • (48) Luck of the Gambler - Defense: Level 50
    • (48) Luck of the Gambler - Recharge Speed: Level 50
    • (50) Gladiator's Armor - TP Protection +3% Def (All): Level 50
    • (50) Karma - Knockback Protection: Level 30
    Level 49: Hibernate The only reason I took the Patron Pool: Chill Mastery is for this power. Hibernate on a MM is the ****. It protects the actual MM from all incoming attacks for up to 30 seconds while the henchmen/pets battle whatever is around. This fact makes Hibernate superior to Phase Shift on a MM.
    • (A) Recharge Reduction IO: Level 50
    • (50) Recharge Reduction IO: Level 50
    ------------
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - Heal: Level 40
    • (45) Miracle - +Recovery: Level 40
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (25) Performance Shifter - EndMod/Recharge: Level 50
    • (45) Performance Shifter - EndMod/Accuracy: Level 50
    ------------
    Incarnate Powers:
    Level 50: Judgement A 144' ranged cone attack that debuffs. I'll take it!
    • (A) Cryonic Radial Final Judgement: Tier 4
    Level 50: Lore I choose the 2 combat pets that spawn every 15 minutes. I took the option of more damage output coupled with creating an environment of confusion.
    • (A) Storm Elemental: Core Superior Ally: Tier 4
    Level 50: Interface
    • (A) Reactive: Radial Flawless Interface: Tier 4
    Level 50: Destiny The +Def stacks nicely with my existing Def. The +Res fills a big gap in this build.
    • (A) Barrier: Core Epiphany: Tier 4
    Level 50: Alpha Slot Reduces End cost by 45%, increases Range & DMG Res effects by 20%. The Thermal secondary is very End demanding. This Alpha also allows me to run my 5 toggles constantly. My Res buffs see a minor increase in strength. My attacks/debuffs, as well as those of the henchmen, benefit nicely from the range increase.
    • (A) Cardiac: Core Paragon: Tier 4

    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 10% Defense(?)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 20.38% Defense(Fire)
    • 20.38% Defense(Cold)
    • 8.5% Defense(Energy)
    • 8.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 11% Defense(Ranged)
    • 16.94% Defense(AoE)
    • 33.75% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 5% FlySpeed
    • 108.4 HP (13.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -20)
    • Knockup (Mag -20)
  3. Quote:
    Originally Posted by UnleashedPower View Post
    I wanted to try something different so ima branch out my normal toons and try this out. Was thinking of a Mastermind maybe a necro/time, ninja/poison or a ninja/pain ...i know these are odd combos but I HATE common toons in pvp (psy/em blasters km/regens.....stalkers lol) and these combos seem workable if built right btu since this is my first MM can can someone help me choose between these 3 and show a couple builds so i can get a mental picture on how much to save and strategies

    Thanks in Advance
    After reading this, my 1st thought was, damn - that is one Hell of a run-on sentence.

    But then I processed what your saying and realized that you would better be served if directed to some kind of guide on MMs in PvP. The problem with this is... there are none.

    I have many opinions about this AT in PvP. Seeing how I have the afternoon free, let me put something together and I'll post it over on the Mastermind threads.
  4. Glad Proc +3% Def
    Its worth 60 Empyrean Merits(eMerits) according to Empyrean Michael located in Northern Ouroboros.
  5. Hi SimonSayz,

    I can't confirm or deny that there is a bug with the Armageddon: Chance for Fire Damage (this enhancement provides a 33% chance to cause moderate fire damage to your targets).

    I can suggest to you that perhaps you are looking at the wrong Combat Logs. There are logs for your MM/Character & then different logs for your henchmen. Perhaps the proc's damage is found in the Pet Combat logs? IDK for sure, but that would be my guess.

    I do know that if a Proc goes off 33% of the time, you will see it show up after 10 times using it.

    Also, try looking at the damage numbers above the critters' heads. You will be able to see the odd number stand out if your proc DOES activate.
  6. Shield Wall: +Res (Teleportation), +3% Res (All), Level 50

    Selling for an even 2 Billion. Will consider Purple trades.

    Global Handle: @L1
  7. I am looking to trade the following level 50 recipe:

    Have: Shield Wall: +Res (Teleportation), +3% Res (All)

    ***For a...***

    Want: Gladiator's Armor: +Res (Teleportation), +3% Def (All)


    Please contact @L1 for trade.
  8. Please post it to the channels when your forming. Freedom TF, ect. Not the Help channel - that thing is a whine fest.

    I have a Thugs/Thermal MM that did very well today with our League's turtling tactics. You know, move as one big mob through the map. I've learned over the past couple days that the Trial really is NOT that bad, if the league stays close together.
  9. ■Gladiator's Armor: +Res (Teleportation)/+3% Defense (All) (20% for protection from Teleportation effects for 10 seconds and a +3% bonus to Defense.


    Gives +3% Defense to all. I got this part, no problem here.


    Gives the user a 20% chance for protection from Teleportation effects for 10 seconds.
    I'm struggling with this part of the Recipe's description. Please help!

    For instance. I have this enhancement slotted in the toggle Frozen Armor. The friendly base droner decides he wants to be near me in RV. Out of his 10 attempts of TP Foeing me, how many attempts will this enhancement stop?

    Also, is TP Foe still considered a ranged energy attack?

    Any clarity on this matter is appreciated.
  10. Welcome back ArticShu.

    For RV, I would go with the Psi/EM Blaster.

    Your going to want to research what Incarnate abilities to go with.

    For my Blaster I went with the Spiritual Alpha slot, Pyronic Judgement, Reactive Interface, Clockwork Lore, and Rebirth Destiny.

    Different players choose different Incarnate powers for the same build. There is no absolute right choice for any build. Many players look at the Incarnate abilities to fill holes in their builds.

    I took the route of IO'ing out my build 1st and then asking, "What will make this guy better to play in zone?" For me it was recharge and another self-heal. For another player it might be something all together different.

    I will leave you with a hint on which Alpha slot to go with. Take a hard look at the damage your Blaster will be doing with set-bonuses and Aim/BU in effect. There is a damage cap in affect with DR.
  11. LIinfinity

    New to MM's

    Quote:
    Originally Posted by Wassabi View Post
    My suggested MM for first timers is Thugs/pain. Incredibly easy set to play and survivable; the easiest way to enjoy the AT and learn it at the same time.
    You can't go wrong with Thugs/.

    And if you team with another Thugs/ MM your Enforcers' Leadership powers stack. Oh, and don't forget the madness that is known as 'Gang War'.
  12. Hi all,

    I know what my Alpha slot choice will be. I also know what my Destiny choice will be. But I am uncertain about which Judgement power to pick for zone PvP, and then which Lore pet to choose. This pertains to a EM/Wp/Leviathan Stalker that likes to eat other Stalkers.

    Judgement:
    Cryonic, Ion, Pyronic, and Void

    Lore:
    Arachnos, Carnival, Cimerorans, Clockwork, IDF, Longbow, Nemesis, Phantoms, Polar Lights, Rikti, Robotic Drones, Rularuu, Seers, Storm Elementals, Warworks, and Vanguard

    Any opinions or insights will be greatly appreciated.
  13. LIinfinity

    Sonic/Pain cor?

    Quote:
    Originally Posted by Syndace View Post
    Most characters can be good. I've seen some pretty nice sonic/pains in zone. They are better on teams. The basic advice if you want it to be stellar is: accolades, IOs, level shift, and either phase/hyber to escape a spike.
    Yeah, that is what I have heard. /Pains are real nice on teams, even if that team is only 2 players.

    Sonic/ on the other hand... is just unfun to play. Effectiveness aside, the primary has its attacks rooting you while casting and making an annoying sound. I rolled a Sonic/ and stopped playing at L20. I just could not stomach the rooting & unpleasant animation sounds.
  14. Hi Motley_Cruel,

    I know these builds can take a long time to put together on Mids'. And even when you have the build finally on your character you will want to make changes.

    In your post you forgot to mention what this Scrapper will be used for in the game. This is important for the purposes of refining your build.

    One thing I noticed right away is the slotting of the power Active Defense. I would suggest placing an End Red IO in the original slot, and that's it. Defense debuffs are generally very short in nature and not worth slotting against. The 2 slots you save in Active Defense would serve you better in Aid Self.

    Your travel power is Combat Jumping. I recommend dropping Grant Cover and picking up SS.

    Greater Fire Sword, drop the IO and in its place put a Crushing Impact: ACC/DMG/RECH. You want this attack to Recharge faster.

    Health, drop the slot that contains Miracle: Heal/End. Place this slot in your new SS or somewhere else.
  15. Quote:
    Originally Posted by GageEndaI View Post
    I'm just wondering if there is any established etiquette while in a PvP zone. Things like honoring duels and the like. This is mostly for Warburg since it's really a FFA in there, but I guess it would be good for other zones too.
    Generally speaking:

    - If you see 2 players going at it in a small area, that is away from the action, they are most likely dueling. In Sirens, this is usually the corners of the zone. Many PvPers respect a duel and leave the 2 alone.

    - In Warburg, many PvPers will leave a player alone if they see a scientist trailing behind the player. The scientist indicates that the player is engaging in PvE content and NOT looking to PvP.

    - In RV, unteamed players that are farming Pill Boxes away from the PvP action are often left alone by PvPers.

    - More so than anything mentioned already. Droning is frowned upon, and almost always met with some form of retribution.
  16. Quote:
    Originally Posted by blake7 View Post
    im also wondering if defense is useless in pvp?
    Small to moderate amounts of Defense on a build are worthless. High to extreme amounts on a build make it viable. I know /SR stalkers do well in zone PvP.

    Defense based characters are commonly viewed as 'not the best' in PvP.

    As with any rule you wish to apply to this game, the above has an exception. The exception here would be +DEF on a MM's henchmen. When a MM is engaged in zone PvP, he fights the zone's NPC as much, if not more, than other players.

    -L1
  17. Thanks fur_nes for sharing your build. Its nice to see how other players slot their powers for PvP.

    I see in your build you have dedicated 5 slots to -KB IOs.

    Doesn't Integration alone provide more KB Res than you can encounter from an enemy's attack? In other words, with Integration running, don't you have more KB safety than you need?

    -L1
  18. Hi blake7,

    Check this thread out. I think It has a lot to offer.

    http://boards.cityofheroes.com/showthread.php?t=217177

    -L1
  19. Quote:
    Originally Posted by Nelviego View Post
    Also, the tanker's tier 1 attack now applies a 20% res debuff on your target, though I'm not sure how practical that is for PvP.
    I was looking in Mids' at this 20% Debuff on the 1st attack of Tanker secondaries. The debuff applies to all Res types. Mids' says the duration of the dubuff is 13.6 seconds. That duration can't be right.

    So, for example, a /DM Tanker was to hit a foe with Shadow Punch. This foe would be debuffed for 13.6 seconds. Wait, I placed my mouse pointer over the 'Res: -20% (Tgt)' and it says for '...0.75 seconds... Effect does not stack from same caster'. What is the duration of Shadow Punch's debuff?

    Now, when I place my mouse pointer over the 'ToHit: -5.25% (Tgt)' the duration of the debuff is 6 seconds. That sounds right for PvP.

    -L1
  20. Quote:
    Originally Posted by Red_Shadow View Post
    I only 4 slotted Thunderstrike for the Acc bonus, since I don't have any +tohit, and I have three slots in Shadow Meld now. Going to slot it LOTG +rech - def - def rech.
    Red_Shadow, you bring up a good point here about the attacks of this build.

    With ~126% ACC in most attacks and 144% ACC in Dragon's Tail. And NO Tactics running. Will one be able to consistently hit a.... say L53 Boss? I'm thinking along the lines of the BAF & Lambda Trials with all those purple baddies running around.

    I think its fantastic to have extreme RECH and DEF. I really do, but the role of the Scrapper on a team is to do High DAM in Melee.

    -L1
  21. Hi Red Shadow,

    I know nothing of MA/, but am familiar with /Regen.

    So, this build has Perma DP. I think everyone will agree that is important on a Regen. Regen works best with builds that have a long health bar.

    That +69.75% Recharge Time set-bonus is very impressive. This will allow your heals to be up fast.

    The +21.75% Melee Defense set-bonus is also nice. Couple this with the powers Weave & Maneuvers and your Melee Def is 31%. That is a significant amount in PVE.

    Your going to be doing a lot of clicking with this setup. You have MoG & Shadow Meld lasting 15 secs each. Plus you have your heals. I suggest loosing either MoG or Shadow Meld to make your life easier. I would then slot-up the power you keep. MoG does NOT offer Def/Res to Psi type damage. This will hurt big time when you encounter an AV.

    I know there use to be soft-capped Defense(45%?) and then hard-capped Defense in the game. I'm not sure this is the case currently. But you would reach that soft-capped mark with regards to Melee/Smashing/Lethal Defense for sure with Shadow Meld active.

    I also suggest you pick up Super Speed as your travel power. You will have trouble keeping up with fast moving teams that do high-level trials/TFs. Maybe drop Super Jump for this power.

    -L1
  22. Hi FTW,

    Since no one else has commented on your build yet, I figure I let you know what ...I... see.

    Ok, Fight Club is where you stand toe-to-toe with your opponent and duke it out. I don't recall if Phase Shift is allowed or not, but that would only be one element of a solid PvP build.

    Defensively, I think your build is a Monster. It looks like you can take anything that will be brought against you in the ring. I will even go as far as to say you have 'over built' your Defenses.

    Offensively speaking, you have issues. For instance, when you want to bring down your oppenents health bar, what is your go-to attacks? Are those attacks slotted for damage and have non-resisted procs in them?

    Take a look at the power Boxing. You have it slotted for 27% Accuracy. You have some nice ToHit with this build, but ACC & ToHit work together to allow you to hit an opponent. Will this 27% be enough when you face high-Defense opponents?

    You have chosen the power Soul Drain over Midnight Grasp. Would SD be the best choice against a single target? Midnight Grasp does Superior DoT, in a long match wouldn't that be beneficial?

    Take a hard look at your attack chain and see how one attack sets up another.

    Also, take a look at your End Cost. I understand you have the power MoG to help with that, but your running a lot of toggles here and don't have the ideal slotting of Quick Recovery & Stamina. What happens if you go against an opponent that has -End secondary effects in his attacks? Add this to the long match factor and you would be in trouble.

    -L1
  23. LIinfinity

    Freedom Channels

    Most of the chat I see in-game is in Coalition chat. I would advice getting in one of the big SGs on the server and taking it from there.

    When I game, I monitor these channels: Freedom TF, RF2009, Essence of the Earth.