Master Zaprobo

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  1. Now those are worth me raising a /petition to get my Veteran Reward badges sorted out ingame (as a US -> EU server transfer, my dates have got a little screwed up on the backend systems somewhere - I'm several badges behind!)

    Loving the idea of the /auctionhouse command! And a perma-self rez would be very handy!
  2. So, anyone set this up in AE yet? All you need a nice large map with multiple Battle spawn points. Hop on in test mode as invisible/invulnerable and see what the outcome is of these fights!
  3. On a team, I really don't keep everyone bubbled. I'll only bubble those who take sustained HP damage (i.e. those who need additional help) and then on "final boss" fights I'll drop a bubble on everyone. That goes for my Bots and other players!

    Primarily I'm using Force Bolt and Force Bubble to help put stragglers into the main herd. Or, like last night, using Force Bolt on a Dark Dwarf that Sister Solaris was inexplicably following, to get her over to the altar (it worked!)

    One fight to remember bubbles is on the LGTF - Famine does AoE End Drain, and your second bubble will protect against that!
  4. Quote:
    Originally Posted by JKCarrier View Post
    That would work. Another, possibly easier fix would be to let us buy Shards with Merits or Alignment Merits. Even if the price were extremely high, it would at least be a goal that you could make steady progress towards, rather than relying on the whims of the RNG.
    I'd say this is a great idea. Perhaps a random roll option for three pieces of Incarnate salvage (high chances of shards, low chance of a named Incarnate salvage)
  5. Was a great event, and was only a shame that I didn't make it past the First XI. Deserving winners, all four of them, and I didn't mind losing to them in the least!

    Here's a few shots I took in the general course of things...





    Yours,
    Jimminy (with two M's - who'd have thunk two people would have the same costume idea!)
  6. Master Zaprobo

    MM or Crab pets?

    Quote:
    Originally Posted by Psylenz View Post
    Your or your teammates provoke does NOTHING to Apex halberds. That said, I havent even tried Apex or Tin Mage. I am talking about Reichsman, Romulus (twice in the ITF), and Lady Grey, specifically save Penny or the weakend Hammi mission.
    So why say? Sure there are fringe cases (and they're all new AFAICT like War Walkers, Director 11 and Battle Maiden) where you can't control where you're being hit but it doesn't make it insurmountable!

    I've done Tin Mage. A few deaths, but this was just after first release - once we got the flow of it I was fine! I'll say nothing about Apex yet because I haven't done it yet, but have prepped a Team Teleport build specifically for it (since the Halberd patches don't cause damage for 8 seconds, plenty of time to Team TP out of danger).

    Reichsman, no problem. Rommy, fine for me. Penny, I love that mission since psi damage barely scratches bots. Weakened Hammi, sure I die once in a blue moon from Hammi aggro'ing on my bots, but I just dive out of line of sight and I'm golden.

    As you can see from other posters, Masterminds generally have no issue with high end content. I'm looking forward to progressing as an Incarnate and doing the new raids (alas, my last Cathedral of Pain raid wasn't successful but that was more team composition - I wasn't unduly losing bots!)
  7. Master Zaprobo

    Zoning bug

    Alas, yes - the easiest fix is to use the command /releasepets and then you can resummon. You can also try exiting and reentering the instance.

    Personally I just dismiss my henches at the end of each mission and resummon on entry to the next to avoid this bug. Also means I don't trail henches across the zone
  8. Master Zaprobo

    MM or Crab pets?

    Quote:
    Originally Posted by Psylenz View Post
    Level 50 content is highly biased against masterminds. Level 50 tip missions still work, but the TFs, and upper level missions are designed with bosses and AVs that wipe out all the pets within 10 seconds.
    As a counterpoint to this experience, I have never noticed this. Ever. And I'm not even using pool powers like Provoke which can direct attacks away from my henchmen.

    Sure I lose one or two, but I resummon and keep fighting!
  9. If you're the farming type (I'm not, myself) then you'll be wanting to get the */Traps or */FF secondary. This is because these are the two simplest sets to softcap your survivability on and hence take on 8-man spawns solo.

    Many will recommend */Traps as the more all-rounder since it has debuffs as well (didn't like Traps, personally, in CoV Beta as I wanted something that could manoeuvre better - this was pre-Inventions, so no consideration of "softcapping")

    You could also look at the Thugs primary which allows henches to be easily softcapped, as the Gang War power takes Recharge Intensive Pet Sets (so you can slot for addition +Def and +Res auras for pets).

    Demons/Traps or Demons/FF would be popular choices for farming. Others could likely do as well (*/Dark is popular for the amount of -ToHit which acts, functionally, like +Def)
  10. Master Zaprobo

    MM or Crab pets?

    At 23, you have yet to get your final henchman (at L26) and your final upgrade (at L32) which for a Demon Summoning MM, will add the following attacks/powers...

    Fiery Demonling: Fire Breath
    Cold Demonling: Frost Breath
    Hellfire Demonling: Hellfire Breath
    Ember Demon: Fire Ball, Abyssal Reconstruction
    Hellfire Gargoyle: Hellfire Smash, Hellfire Burst
    Demon Prince: Ice Blast, Shiver, Ice Sword, Block of Ice, Chilling Embrace, Ice Slash, Frozen Aura

    ... I expect this will beef up your henches survivability somewhat. AoE heal, a large number of slow powers, cone attacks, holds and sleeps.

    All Masterminds feel a little underwhelming just prior to an upgrade or a new henchman. Stick with it - great things are on their way.

    In the meantime, have a read of my guide to see if there is anything new you can learn about MM's - since you've come from uncontrollable pets you may be surprised what MM's henchmen can do!
  11. I'm not big on Inventions either and have only recently started slotting them. Likewise, I've never had vast reserves of inf so I've avoided expensive PvP/Purple sets as well.

    My primary is a Mastermind so I've gone for the cheaper Pet Sets (Blood Mandate) and a single ranged set (Thunderstrike). My consideration for taking them was will the Damage and Accuracy be comparable to Basic IO slotting.

    I've also substituted a Chance to Hold proc (Devastation) in my ranged attack.

    Before this last set of changes, the only IO set I had was a travel set - Freebird in Fly. I've also recently added a Winter's Gift Slow Res into Hover (since they're in season).

    Otherwise, I'm still on Basic IO's and perfectly happy!
  12. Quote:
    Originally Posted by OneWhoBinds View Post
    This doesn't work. I know it used to, but you can no longer mover /Traps pseudo-pets with Recall Friend.
    Thanks for the catch! Not levelled a */Traps character since CoV beta so wasn't aware of the change. Have updated the guide accordingly!
  13. Oh, and as an unrelated aside - you an get the badge title "Resistance is Futile" by heading to Praetoria and defeating 100 Resistance mobs.

    Back on topic, I miss the days of simple Single-Origin slotting. Everything was so clear-cut
  14. Master Zaprobo

    Scorpion Shield

    Video is still uploading (heading to bed, and it'll be a couple of hours yet due to my poor connection) but you'll find it at http://www.youtube.com/watch?v=FPRTkkqaLR8 when it's done.

    Hope it helps!
  15. Quote:
    Originally Posted by atomicdeath View Post
    My question is, does that also raise your pets level?
    Currently unknown as only Common and Uncommon is available.
  16. Anecdotally, I'm seeing Electric Melee/Shield Defense characters churning out some horribly impressive survivability and damage.

    The video you've cited is old -Invincible used to be the "best" you could solo at. Now you can set yourself as equivalent to an entire team, and as if you're several levels higher too.

    Have a look at http://www.youtube.com/watch?v=_if3p_j0P1A for an example of the "new" impressive and see if it's your cup of tea.
  17. Quote:
    Originally Posted by Hestis View Post
    Also, dropping Repair wouldn't allow me to take Maneuvers, as I'd still have four pools already. The only option I can see that would allow me to take both would be to drop Provoke, which would free up a pool choice.
    Anecdotal evidence says to me you may be able to drop Provoke and (to some degree) use Force Bubble in its place.

    Also, remember that you have Force Shield from a Protector Bot as well (Mids doesn't take this into account) so that should be around +7.5% defence.

    I've not slotted for regeneration at all. I barely get hit and when I do I can top off with Aid Self. I'd consider not going all out for regeneration and spreading your slots around a bit more.
  18. Quote:
    Originally Posted by Ob1Shinobi View Post
    Drop Repair and pick up Maneuvers. You already have Aid Other, which is superior in every way from my play experience (my first villain is a Lvl 50 Bots/FF).
    Not quite. Repair is uninterruptible, returns Endurance to the given robot (not just hitpoints) and is a full heal regardless of the number of hitpoints the robot is down.

    I've found use for both and keep both in my build (which is mainly generic IO's but does reach S/L/E softcap when using a Nerve Radial Alpha Boost)
  19. Not tnoticed it too badly here on Defiant, but one incident that did stand out was my first attempt at Tin Mage.

    After three teamwipes on the first mission, the team lead quit after making noise about how it was "impossible". After a quick reform with the rest of the team, and one character swap we managed to clear the TF in a reasonable time, with only minimal defeats along the way!

    In my case, it was a siuation that was fixable by altering team tactics (sticking together for AoE Buffs) rather than team composition.
  20. Master Zaprobo

    Hello im new

    Welcome (back) to the game!

    I'd suggest you "/chanjoin Defiant Events" and there you're sure to find many friendly faces to team and help you get back on your feet! With Going Rogue, many more players can switch between factions at the drop of a hat (Vigilantes and Rogues) so teaming is much easier these days!

    Maybe give a yell out what faction you are, and some SG's are bound to snap you up
  21. A few minor updates have now been made (Bodyguard, Invention Sets) and also the complete Alpha Slot section has been written! Let me know of any errors, or issues people can see.

    Feedback is always welcome.
  22. Master Zaprobo

    Bodyguard

    Quote:
    Originally Posted by Roderick View Post
    The way I think it would work would be that if I took a 100 point hit, my resist would reduce it to 85 points, then it would be split into 5 parts (17 each). I would take two, totalling 34 damage, and each pet would take one share, reduced by their 25% resistance, or 12.75 damage. Is this correct?
    As per my guide...

    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.
  23. If you were underslotted on accuracy for some of your powers, then I can well imagine that Nerve makes a big difference.

    For myself, I didn't see much of a difference with Nerve until I got to my Nerve Radial - my Protector Bots and a couple of other powers were not slotted at all for +Def so the 20% defence actually ended up putting me above softcap for Smashing/Lethal. You may find the same if you've not slotted your Enforcers for +Def

    My Musculature Core likewise was noticeable for the unenhanced immobs I had.

    The Alpha Slot is all about shoring up your weaknesses - pick wisely
  24. Quote:
    Originally Posted by Spectreblade View Post
    So basically, what I'm trying to do is;

    Genin: Defensive
    Jounin: Aggressive
    Oni: Aggressive

    Is there a way I can do that with a single keybind instead of the two I use now?
    Sure. You can tack commands together in binds/macros by using $$. So you could use...

    /bind X "petcomall agg$$petcompow Genin def"

    ... where X is the keystroke you wish to bind. Not at my PC now, but Genin should be sub'd for the name of the summoning power.

    HTH!
  25. Was a good turnout, and even NCsoft_Avatea popped her head in to hand out some yellow temp titles!

    I'm sure the pictures will soon be forthcoming!