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Yes, we are all waiting for this incredibly annoying ai bug to be fixed. For a very long time now too, I might add.
Today, I was fighting with Deathsurge, quite a long fight... and I noticed my protector bots didn't charge in the whole time. Everyone else did, and, even with softcapped defense predictably died eventually (T1 pets still die in one hit from many things).
But it was interesting to notice the protector bots did behave. I might have noticed similar behavior with Mercs Medic, but I haven't done much with that MM lately.. you have to play quite a bit to get a 'useable' sample of data anyway so this falls into meaningless anecdote.
Now if all my pets didn't hurl themselves into dangers way, I tell ya, that'd be just swell as hell. Well, look on the bright side... with the recent i-shift for pets, it means the Devs don't hate MM's so maybe this will eventually go away -
Quote:Yeaaaah, but who fights even cons?I read in a post elsewhere (by elsewhere, I mean it was a thread comparing /Poison to other /Debuffs here in the MM forums) that with Darkest Night, Fearsome Stare, and Dark Servant together, you were already debuffing even cons by -66% ToHit.., meaning that without even a point of defense, you'd be pseudo-softcapped.
Also on incarnate stuff you won't get that full value, so, the more the better. You can never really have enough -ToHit and +DEF anyway. Lots of mobs have -DEF attacks, and 5-10% will always get through anyway so they'll hit.
Thats why is nice to have some solid resists too. -
Wow thats it? lol
Yeah, I was envisioning ... battle drones ;P Or some kind of actual robot. Hmmm, maybe for more robot minions I'll just stick with Warworks. Kinda sucks ;P -
Anyone have screenies of the new Lore Pets? I'm looking forward to having thematically correct incarnate pets..
I've looked around but haven't found any.
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Quote:Absolutely!I'm not saying this to disagree with any of the sentiments in this thread; I'm just in here checking up on MMs since a buddy of mine is resubbing and really digs them. Thought I'd see what's what.
Full disclosure: I actually see how you guys have some legit complaints about aspects of the iTrials.
As one of those brute/scrappers that bounces from one cansiter/crate to the next, I'm sorry that makes you upset - but I don't expect you to try to keep up. Frankly, I'm not trying to be inconsiderate, but I just don't need to wait. I've never been on a team that wanted to clear those maps, universally my experience has been to speed that section. YMMV as I can't speak for all teams, obviously. I can take the alphas, I can take the sustained damage long enough to kill the canister, and I move on.
Do what an MM on one of my recent runs did; slowly progress through the map wiping mobs along the way while we speed from objective to objective across the map.
A: You'll generate drops and iXp (if you need it) and B: people end up looping through the maps, or getting lost, or returning from the hopsital anyway, so it's probably not a bad idea to have a couple folks clearing the spawns.
Anyway, we're not trying to be inconsiderate, we're just trying to finish the phase and get to the part where we push Marauder's face in.
I doubt many, if any of us MM's actually expect anyone to slow down for us, and thats really our main complaint. I manage to contribute during this phase anyway, to varying degrees based on the abilities of the MM I'm playing. But I think we mostly just feel bad for not pulling our weight in this stuff. Sure we can make up for it later -- I've never got the booby prize -- but still. -
Ah yeah, ok. It looks like the Devs decided to give us some serious love
Oooh, maybe I'll have to stop saying they hate us now -
Detonator is the /traps ability -- especially with bots or zombies -- that I always want to tank but can never fit it in. Its really fun to use though! When I used it briefly, I would basically wait until one of my bots was low on health (beep beep!) then detonate him
He's gonna die anyway, may as well make it hilarious!
Careful slotting detonator -- its weird and it actually varies between primaries. I think the pets that drop a bomb and run use the enhancements you've slotted in it to determine accuracy and damage, but bots or zombies that just blow up have it count as an attack from *them* rather than *you* so it uses the acc/dam of the particular pet. This also effects the damage it does based on their relative con too... I believe. I might be wrong or backwards about the details of how it works but make sure you look into it before you actually slot the power.
Unfortunately for my builds its been a skippable power, I'm so chock full of toggles and the like that I never have enough "fun" powers like that one. Also its recharge is insanely long for something that sacrifices a pet, it should be *at least* half as long as it is.
Oh and about being Bots/Traps -- welcome to being an invincible naughty god of death and destruction. -
Quote:Woah no no, I wasn't intending to insinuate you where a noob or anything offensive like that -- I really didn't mean to offend sorry if I did. I'd much rather be friendly with everyone ;P We poor downtrodden MM's need to stick together in these harsh timesUmmm.... *looks around for the newbie sign above my head*... Not seeing it
You left out the most important thing... Soloing GMs is about stopping thier Reg.
But then again I have never attacked any AVs or GMs in this game, and I dont currently have a 15 billion biuld tank.
That said, the problem with killing a GM's regeneration is that they'll resist regeneration debuffs at the same 87%. So you'd really have to pile on a lot of -regen to do anything noticeable.
I haven't attacked any GM's by myself in aaaages, so I could be out of date on things but I've never seen anyone bother much with debuffing anything, they just resist it too much. I usually see the marathon method working.
Anyway /Pain is a great set that can do some seriously mean damage, throw in things like reactive and barrier and you'll eventually get through the rough early-incarnate stuff ok. -
Quote:no, no he can't. Super man got solod by both Mr T and probably Chuck Norris.
Fool! *throws* -
Quote:/Dark rules, even if it is a debuff set. Protector bots can give you +11.9 def with good slotting. Double that on the battle drones and assault bot. Scorpion shield can do like +20 def. Aaaaand there! You can pseudo-softcap if you use all you debuffs and your dark servant.I start playing a month ago, and my only toon is a MM
"veterans" always recomend "bots/traps" but i gotta say that with my "bots/dark" im having a lot of fun.
Ok, between LVL20-32 its a bit difficult sometimes, but after a month, LVL33 ^^
Its ownage. There are probably even better ways to do that.
Check it out, regular mobs, even in incarnate stuff don't have anything like av/gm debuff resist, so your strong -tohit actually gets you father than a regular soft capas long as you keep it up and on them anyway
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Quote:Debuffing has nothing at all to do with soloing av/gm's. They resist them 87%! Put it this way, if you debuffed one -100 to hit, thats only -13 tops. Thats assuming they don't have an otherwise boosted to hit like incarnate av's, which seems to be about +15. All that leaving them basically untouched.Is it a AV/GM solo king? Nope.. your only debuff is Angushing Cry, and a few other odd things you can pick up. Is it rocks solid vs everything else. yes, Big Yes.
Going to fight an av/gm, Defense! Defense! Defense! Then fill what's possible with resistance. Look at your to hit reducing debuffs probably can't get as high as 100 or so continually. If you can... (/Dark can) then you soft cap is effectively lowered while you to hit stuff is happening. In the above example, of you drop a -100 to hit, its resisted 87% down to measly -13. But look at the math: That means to soft cap against your enemy you only need a 32 def. Hilariously, with incarnates +15 to hit that means its 47.
But yeah, the lesson is that you want moderate defense even if you have very strong -tohit
Debuffing resists works the same way. A good solid -20 res debuff is really a poncy -2.6. That wont do squat.
This is why it's always been a total myth that /poison was good at fighting av/gm's. It can do elite bosses tops - none of its debuffing powers stack even.
That all said, there are usually advanced sort of tricks you can do to pull it off, but thats really another topic entirely.
But seriously. The only real power that mm's have is that they are smart enough to bring friends. Fighting someone tough? Well you've got six or so pets with you already, find a few other guys and bring them to. Even the very most stupid player is at least on par with the pet ai these days -
Yeah this whole thing lately has been really bad. I think its fairly obvious none of the Devs actually play MM's. Or even play in a team with MM's in them. I think part of the problem is that MM's are generally such strong soloers that the Devs feel they are powerful enough as it is, but fail to take into account the reality of group dynamics and how people ACTUALLY play in teams. ie, No one clears anymore.
Then you have outlier combinations like Bots/Traps that are generally extremely strong against just about any content really, but still fail in teaming situations. I get the impression that they are like, "Oh well, this Bots/Traps guy can easily solo the statesman so that archetype is still fine." Ok fine, but without my pets I'm a weak version of a corrupter, and on a team, especially a TF, I'm obliged to not bother with the pets -- and this is still assuming they are not acting buggy (ie, running off to train every mob on the map shouting "Following you!" as they go).
Not sure how to fix it, but the content won't change so the entire archetype has to instead. -
Thats a bit of a trick actually. I loaded it up into mids and I see that your using blood mandate to get the Ranged and AoE positionals. Which is a very good idea. But... it makes for rather below average mercs.
You kinda have to pick and choose a bit here unfortunately. You really want a Achilles Heel Proc and Touch of Lady Grey Proc in the Soldiers to boost their damage... its nice if you can fit them into Spec Ops but its less critical.. the Commando works best with an Explosive strike since he has lots of knockback type attacks.
Also, I notice you don't have either the Edict of the Master or the Sovereign Right unique's in the build... you should, they are a permanent +5 Def and +10 Res. Thats a good deal.
I think you'll have to do some moderate re-tooling to really optimize the build. I did notice you manage to bring up some good resistances too though, and that helps a lot. Remember that 5-10% of attacks get through any defense with usual content, and at least double that in Incarnate content. Some of those attacks can hurt! -
Quote:I feel for the poster with ninjas, yeah, they didn't think at all about mm's this round. That said the actually incarnate powers seem to really kick *** on an mm though (mmm, reactive). I'll agree with you there, though, that if the players steam rolled as a team it would work better.The trial doesn't make any mobility demands on Masterminds, except for the turrets. It's the impatient and inconsiderate players (mostly Tankers, Scrappers and Brutes, with a smattering of the others) who don't want to bother steamrollering the collection phase (generally taking longer than if each team had stayed together) that make the demands and which make Lambda an extremely crappy experience.
Here is a survival tip! Dismiss your pets on the split phase, go find a container or cache (be stealthy! Or real fast) and load up the pets there and send them right at the objective, add whatever damage you have and hope it blows up before they finish off your pets and come for youit sucks, sure, but at least your participating
sooner its done the sooner its over
Eventually you'll have barrier and a few level shifts and you'll have some ways of doing better. -
Woah there, hold up for a little while. Thugs are extremely survivable. Later on you can soft cap all your thugs defences. The enforcers and bruiser have typical resists already. Thugs are a fantastically powerful primary. But... They are slightly late bloomers. Defense will always get you farther than resists in this game. Take the medicine pool to toss a heal on your pets once and a while, and triage beacon for the long fights, you'll be fine
Thugs/Traps is easily one of the top most powerful mm combinations, once your toon is settled in you'll destroy pretty much any content outside of the trials, and once your set up for that you'll destroy that content too.
I'd stick with what you have man, it really is wicked powerful.
Edit: Don't be fooled either, powerful mobs will one hit your pets regardless of their resist, and heals wont help that either. Its best not to get hit in the first place! -
So I've played various MM's through the incarnate content plenty now and I've got a solid grip on them. Here are some observations regarding these and MM's.
BAF is actually easy as pie. Obviously the mobs are tougher, but aside from that there are no real challenges specific to an MM here. Aside from obvious things like, don't try and solo Siege with just brawl, etc. Pets are good at getting the escaping resistance guys. Your pets sometimes get snipped by the tower lasers, but well, better them than you or a real team member honestly.
Lambda I find to be a completely miserable experience. Rolling the guys on the perimeter is easy enough. You won't be able to do much to the turrets, they'll be dead by the time your pets show up and they won't do much to them anyway. The part where you split up to get the grenades is utter trash. The team will move ahead far too fast for you to bring pets. The enemies are tough enough, and richly equipped with AoE's you won't have a good time soloing them until you've gained some level shifts. Once outside its a bit of a mess but not as bad ultimately. Lots of mobs with lots of AoE's, but at least your near the team. Actually fighting Marauder himself is fine.
Lambda feels designed to irritate MM's really, it makes mobility demands on you that your pets can't do. It sucks. You just end up suffering through it rather than really playing it. -
Well, in my experience - and honestly all I play are masterminds, you can go with a few sets and do pretty well, but the key seems to be strong damage mitigation. Sets that I've played and liked are:
* Bots/traps - epic. This guy soft caps positionals and manages 60/60/40 sle resists. Seriously rough as coffin nails, he rolled right on through without a pause until incarnate trials. The pets have around 50+ defense too. (remember on incarnate trials that 45 def is not the cap, its 60)
* thugs/traps - also epic. You can soft cap pets here too, but its trickier to soft cap yourself. Damage can be a little better than bots, sometimes not.
* anything/ff - ff its awesome, especially with the changes coming to make its shields targeted aoe, but I found it boring.... But the ability to generate high def and keep enemies away make it solid. But dull to play in my mind.
* anything/dark - dark rocks, instead of high defense you go with high -tohit. Get as much defense and resist as you can without making yourself gimpy, then debuff them down to the floor. You can easily generate more than -100 to hit and you get a great aoe heal. But watch out! Arch villains and similar mobs have huge resists to debuffs!
Mercs are better than most people say, my mercs/dark does great, even in itrials.
PS. I would avoid Ninjas and Necro as a primary -- they can be awesome in their own ways, but melee pets are just more challenging for a new MM. Same goes for secondaries like Poison and Trick Arrow, best saved for advanced players. -
I'm just on my phone here so I haven't actually loaded this into mids, but one issue I can see right away is that shadow fall and stealth are incompatible, you can't have them on at the same time. You don't need it though because super speed plus shadow fall gives you invisibility anyway. Are you just using it to mule a lotg recharge?
bots pets are easy to slotbattle drones just hook up with accuracy and damage. Protector bots load up with defense buffs, then fill the remainder with accuracy and damage. Assault bot probably doesn't need six slots from my experience, all he does is damage... Try adding a explosive strike proc.
Cheers! -
Woah great stuff!
Why is no one else hyped as I am about being able to buy Purple and PvP sets?! Those cost retarded amounts of infamy. Now it'll be possible to buy a few choice ones!
Super awesome.
And yes, non-praetorian pets. Now my Bots/ MM can have... MORE BAWTS!Not lame devil-foreigner bawts but real good old fashioned primal earth bawts.
And my Mercs/ MM can have.. some kind of primal infantry of some kind.. probably not longbow
And.. Phantoms I guess for my Necro/
Good stuff. Good thing I didn't get around to crafting my Lore pets yet! -
I'd be nice if this worked on the /Bots protector bots force field. They do a good job keeping it up for the whole group but it takes a bit for them to get to everyone.
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Yeah, sadly, thats quite possibly the most endurance inefficient heal. That and alkaloid. Both heal for small amounts, soak up a lot of endurance, and are single target. Lame. If O2 wasn't forced I'd get the regular medicine pool ;P
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Quote:Basically yeah. The maneuvers helps a tonne in regular content, but in the itrials its less helpful -- mobs seem to land hits regardless of your defense there -- it could just be from the volume of incoming damage though. Simply keeping out of harms way is the best defense there. Nothing can protect you from some mobs, like Heavy Commanders and their uber-rapid-fire-AoE attacks though. Honestly MM's get the shaft pretty hard on the incarnate stuff.I have started a Necro/Storm (level 10 now) and something feels off so far. I'm going to think about it a little more before going further.
I presume Thugs get hit less with AOE because they are not in melee range with the tank/brutes/scrappers and because of the enforcer maneuvers? (No experience yet on the iTrials)
My Necro/Dark survives and does ok in the itrials purely because of his permahaste and generally high recharge (spiritual alpha) -- I can replace losses quickly. Actually I find control-type stuff to work fairly well. Mine uses fear (fear lasts a long time), but large immobilizes or whatever will work too.
I haven't taken thugs on an itrial yet, but Mercs and Robots do pretty well, but you really gotta *attempt* (and fail!) to control them as best you can to keep them out of harms way.
On the itrials, the insanely bad pet AI and inability of your pets to follow even simple orders will drive you insane. Thats probably why even on leagues of 24 people I'm usually the only MM ;P
Go with thugs, but don't expect your bruiser to last as long as your used too. -
Yeah, seriously about the stay and goto stuff. They should stay put, root themselves and just attack only whats in range. If they get knocked out of range they should return asap roughly to where they were. When fighting in a big battle with AoE's I like to spread my troops around a bit just on the edges of my supremacy so they don't all get canned at once. But... since they won't follow my orders its pointless at the moment to attempt any sort of real strategy (the point of the archetype..). Even with an extreme melee set like Necro there are times I'd like to have them sit on the edge of melee and dark blast / vomit into the mix. Its especially important on Mercs where you have generally weak defenses, mediocre resists, and long-but-narrow style aoe cones. Positioning is everything with them.
Yeah its also annoying when one of your pets runs off like a loose cannon and agros a bunch of mobs, ignoring your commands to fall in... it makes you look like a moron even though its not your fault. You get some other archetypes hating on you for that sometimes -- don't blame us! -
Necro still gets rolled pretty hard in incarnate content. So, be warned. I'd be looking at Thugs if I where you. I have a Thugs/Storm at 50 -- I haven't played him for a while, but he was really quite tough.
Any mob with an AoE is gonna rock your zombies and graveknights hard, especially those Heavy Commanders on lambda who seem to be able to pump out AoE after AoE with no pause between them.
That said, I'm of the opinion that if you can tough it out, Necro's generally superb damage will work out when you get level shifted up a few notches.