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Posts
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But it's not a combat level change - as shown on the test server.
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It's there - you can tell by going to the Incarnate Abilities and you can see the new tiers.
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And here's some screenies for source material as to what MFH is saying
http://s104.photobucket.com/albums/m...Strike%20Pack/ -
Scheduled some characters for copying (to look at the Strike Pack) but while the tool no longer says that they are queued to copy, the characters have yet to arrive.
Can we have a check to make sure it's working correct EU-side (as I need to pop a L50 Incarnate version of MZ up there) -
For those looking for some more Strike Pack info... here's some screenies of the conversions, Nerve Very Rares and so on...
http://s104.photobucket.com/albums/m...Strike%20Pack/ -
Quote:There is an important question that needs answering (if we can't answer it ourselves, since no Strike Target is available according to reports) for Controllers, Dominators, anyone with a Vet Pet and most specifically Masterminds...Alpha Slot Rare and Very Rare Tiers
- Level Shift: Level shifts are direct bonuses (or penalties, if negative) to a characters effective combat level. A combat level 50 character with one level shift fights in combat as if they were a combat level 51 character. Characteristics like damage, control duration, debuff potential, chance to hit, as well as effective defense and resistance will all be increased, as all of these characteristics take into account the difference in level between you and your foe. However, a level shift does not actually raise the characters level. Base characteristics such as Hit Points, Endurance, Movement Speed, Recharge will not be affected, nor will additional enhancement slots or power picks be unlocked. Rewards drops and badge credit are also not affected by level shifting.
Are these direct bonuses mapped over to our pets? This is critical for Masterminds as this is where the bulk of our damage comes from! -
Strike Pack is now on the Test Server! Fly, my minions, fly and try and test this wondrous ability (because I'm worried that henchmen may be left out in the cold again, by accident!)
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I'd be behind this - would love some more weaponry options (and would fit my Vanguard Flight suit - using a Rikti Blaster at the moment!)
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It's almost to the stage where I wish they'd roll back the change - I'm not even using the ability of MM pets to zone any more and just resummon in-mission.
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On ly advise I have immediately is that you no longer have to do Scirocco's arc - any of the Patron arcs will unlock all the Patron pools (though you're still not able to mix and match between pools, as normal)
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Quote:Correct. However, the effects for every power (primary AND secondary) get boosted for any other AT with access to this power (Blasters, Controllers, Defenders, Dominators, Corruptors) while Masterminds only get our Secondary powers boosted (as, let's face it our attack powers in the primary are balanced to be dire vs. the henchmen attack powers - and rightly so).You're wrong about Power Boost; its effect is to buff secondary effects like buffs and controls, and every MM gets a whole power set filled with those kinds of things.
Quote:Also, if you can't benefit as much from +Damage and +ToHit buffs from invention sets, build for something else. It's not like +Damage and +ToHit are the only useful set bonuses out there.
Quote:Wait, are we talking about the same MM's here? They are near god-like already. I have 3 at 50 and can do things my other toons can not remotely do. I am curious where you are finding MM underperforming compared to other ATs and thus lack of parity.
I'd like it if the devs can fix the issue, but otherwise I'm not going to lose sleep over it! -
Well done! I've always found NCsoft support useful... but ONLY if you can get them past the first canned response. But gratz on you getting your issue resolved.
Hopefully they'll be as good with mine that's pending! -
It's been an issue for a good long while now, and while I'd hoped that the dev's might be able to do something about it in future, it is becoming more and more apparent that Masterminds are not "planned" for with new powers/buffs.
Some recent examples...
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Villain Alignment Power: Frenzy
http://paragonwiki.com/wiki/Alignment_Powers#Frenzy
This grants +30% Recharge for 20s and +60% Damage(All) for 20s (or something special for Brute/Stalkers/Dominators). This results in damage boosts to all attacks a character makes for twenty seconds. Unless you're a Mastermind - where most of your damage comes from the henchmen.
Mace Mastery: Power Boost
http://paragonwiki.com/wiki/Mace_Mastery#Mastermind
Despite being a power specifically added to boost Masterminds, it has zero effect on our primary source of attacks/effects - the henchmen.
Invention Set Bonuses
While every other type of AT will benefit heavily from +Dam and +Acc set bonuses, these have no appreciable impact on Masterminds. This leaves MM's behind the curve on damage boosts, even with IO slotting.
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Now, in these cases the powers/buffs are not totally useless since MM's have a small number of personal attacks which do benefit however I feel that some AT parity should be strived for.
As such, my suggestion is that some way is included for these (and future powers) to be more beneficial for Mastermind henchmen. Unsure what the feasibility is, but some ideas in my head is having Self-only Buffs mirror to the henchmen (would allow for a team-mate buff on the MM to affect pets - would probably then need to make the pets untargetable to stop abuse/stacking), or Self-only's are modified to have an additional effect for Masterminds (in some way).
Certainly not a priority issue, but one that (I feel) does need looking at.
So, any thoughts on this case from the community at large? -
Quote:Apparently not. Scuttlebutt on the forums says that rather than working like a lackeying up to a higher level, simply the ToHit and Combat Modifiers (http://paragonwiki.com/wiki/Purple_Patch) change.Yeah I was wondering how that would affect MMs, does it bump the pets a level?
/me drools rabidly
And since it's not an actual change in level, I really hope the dev's have been on the ball and got Mastermind pets to get the same boosts. -
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From MZ's Guide to the Modern Mastermind (link in my signature)...
Slotting: Invention Enhancement Sets
[...]
There are a few unique Enhancements of note as well, as follows...
Edict of the Master: Defence Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.
Sovereign Right: Resistance Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.
Soulbound Allegiance: Chance for Buildup
With every attack the slotted henchman makes, they will have a 17% chance to be affected by a Damage (64%) and ToHit (32%) boost that will last for 5 seconds. This affects only the slotted henchman and only procs on that henchman's attacks.
Three of the Mastermind primaries are also able to slot the Recharge Intensive Pet Sets (Demons via Hell on Earth, Necromancy via Soul Extraction and Thugs via Gang War) plus any with the Storm Summoning secondary via Tornado. These sets also have two aura Enhancements
Call to Arms: Defence Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.
Expedient Reinforcement: Resist Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.
If you can slot all these uniques into your build, your henchmen will be at 10% defence and 20% resistance to all damage, even before any additional buffs or their own defences. This can lead to more survivable henches in tougher fights. -
If you're looking for adding damage to Mastermind pets, you need to look at Damage procs (where they can be slotted, and make sure that it'll apply to the bulk of the henches attacks), the Soulbound Allegiance Chance for Buildup Proc and the Musculature Alpha Slot Boost.
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Some excerpts from my Guide to the Modern Mastermind (I've picked out what you were asking about)...
"Slotting: Single/Basic Invention-Origin Enhancement
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Endurance Reduction
Slotting for endurance will reduce the amount needed for the Mastermind to perform the summon, as well as the cost for the henchman to use it's own powers. It is often best to wait until you see your henchman using a vast quantity of endurance before you consider this slotting.
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Recharge
Unlike other pets in City of Heroes, Mastermind henchmen can not be slotted for recharge. Where it has been possible before, this only affected the recharge of the summoning power itself (and not the henches attacks hence why the ability to slot for this was removed, to reduce confusion).
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Slotting: Invention Enhancement Sets
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The second is that set bonuses, unless explicitly stated have zero effect on your henchmen. This makes set bonuses like +Damage of limited utility to Masterminds, who use very few personal attacks and should be beared in mind when picking sets." -
Quote:Duration of Power Boost only.If I use Power boost and then activate Dispersion Bubble will the defense boost that Power Boost offers last as long as Dispersion Bubble does not drop or only for the Power Boost Timer ?
Quote:My understanding is Deflection and Insulation Shield that are used after Power Boost will offer the bonus for as long as the Bubbles last. Of course those are on timers whereas Dispersion Bubble is constantly on.
Quote:Would Protector bots cast under power boost offer greater bubbles as well ?
Case 1: No Defense Enhancement and No Power Boost at Summon = 7.5% Def
Case 2: No Defense Enhancement and Power Boost at Summon = 7.5% Def
Case 3: Nerve Radial Alpha Boost and No Power Boost at Summon = 9% Def
Case 4: Nerve Radial Alpha Boost and Power Boost at Summon = 9% Def
Case 5: No Defense Enhancement and No Power Boost at Force Shield Cast = 7.5% Def
Case 6: No Defense Enhancement and Power Boost at Force Shield Cast = 7.5% Def
Case 7: Nerve Radial Alpha Boost and No Power Boost at Force Shield Cast = 9% Def
Case 8: Nerve Radial Alpha Boost and Power Boost at Force Shield Cast = 9% Def
... so looks like Power Boost does nothing at all for Protector Bots (I assumed not, but nice to have the testing done).
Duration of Power Boost only. -
Has to be Robotics Masterminds. Not only are many of the animations only commonly found on Robotics (the upgrade harnesses, Swarm Missiles) but it also has it's own little Easter Egg.
Use a Group Fly power on Robotics henchmen. They have rocket boots!
Now that's dedication to a powerset! -
This bug is still on live, and I've actually taken to going old-school and dismissing at the end of every instanced mission because of it.
This doesn't appear to be the older issue of detached henchmen (which as Red points out can often be fixed by buffing a detached hench) but a newer one where the hench verbally responds to the command (i.e. mutters their given line) but fails to do anything else (like execute the actual command given).
For now, the /releasepets command will still function and you can resummon without issue. I'd love to see a decent fix for this! -
For now, you'll have to go with Tech Wings. Available at a Black Market/WW near you!
My Vanguard suit happens to use them...
http://zaprobo.blogspot.com/2008/04/...t-variant.html -
In which case, I'd recommend Bots/Traps/Mace Mastery. It's as tech/invention themed as you can really get for a Mastermind!
Personally, I didn't like Traps back in beta, so went with Forcefield but these days Traps is seen as the better option (plus, you get more "inventions"!)