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Posts
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Joined
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Right, I'll wade in again shall I
Level of Build
Villains only goes up to L40. Slot and choose powers according to this.
Power Choices
- Two travel powers? Viable sometimes I'm sure, but you're sacrificing access to your primary and secondary powers to do so. If you want the Stealth/SS attempt then just stick to that. I'd suggest dropping the SS line - in PvE you don't need the invisibility when you have PFF to fall back on.
- No heal until post-20 (which doesn't exist in game yet!). You can't rely on Prot Bots to do the healing for you, especially if they're not slotted to do so. Move Repair down to 18 and consider getting Aid Other into your build. Slot Repair for 3x RchgRdx and Aid Other for a mix of Rchg Rdx and Heal.
- Maneuvers. Take it if you really, really want the miniscule defense percentage it grants but certainly don't slot for anything beyond one or two EndRdx. I'd recommend dropping it - you have Assault and Tactics (the important ones!)
Slotting Choices
- Don't slot for more than three of the same type of enhancement in any power. The fourth (in most cases) on gives a paltry 5% boost.
- Bump Battle Drones to a 3/3 slotting.
- Slot Force Bolt as 2x Acc. It doesn't need anything else!
- Change one of the Def to EndRdx in Insulation and Defelection.
- I seldom find the need to slot for more than one or two EndRdx in a power. Consider the same.
- Consider adding an EndRdx to Prot Bots post-L32 as their multitude of abilities will drain them dry. Consider slotting a little for Health (post-L6) and Disorient (post-L32).
- Upgrade Robot has a horrendous recharge, so 3x RchgRdx is almost a must.
Hope this helps! -
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Master_Zaprobo, I have never seen the medic to heal any of my team mates but me and minions. Does he?
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They used to in beta! You used to be able to select a teammate and issue the "Attack My Target" command and they'd (almost) buff on command.
Now, buffs/heals are limited to any henchmen (your and teammates) and yourself but not other teammates.
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Of course, being my self an AI programmer, I would love to have a script language for the minions(there was a game a while ago allowing to do that on followers... Baldur's Gate?). The problem is it will allow some easy macroing for MMs.
Because, what would be the "proper fix". It is quite hard to make everyone happy. Wha t you would like the medic to do is maybe not what I would
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The "proper fix" I'd like to see is tying in to the Aggressive/Defensive/Passive control set we have now. Aggressive would see henchmen concentrating on attacks, Defensive on buffs and Passive on doing nothing.
I appreciate that there is no right way about doing things in these matters as everyone has differing tactics, but the above would allow for some minimal control in a Medics/Protector Bots (the only two buffing henchmen) behaviour. -
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There maybe another solution and that is to get rid of all the default macros and create custom ones so instead of attack aggressive. You set everyone bar the medice to aggressive attack and have the medic as defensive follow. This would mean that you keep the majority of the damage output but have the medic lasting longer and therefore keeping the other guys on their feet longer. It would also give you a last line of defense in that if something nasty gets with HTH range the medic can start blasting away covering either your retreat or helping protect the main combat dealers.
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This wouldn't, alas, work as the moment another henchman is struck the Medic will open fire and assist. Worse, in a team if any teammate is hit the Medic will go haring off.
The range idea is an interesting one, and may have merits. Worth testing.
Of course, the proper fix would be to sort out the AI. -
Power Levels
Currently, all villain AT's only go up to L40. When the post-40 game is introduced in I7, you may want to hold out and see what the Patron Pools have.
Secondary Powers
You seem to have only taken four powers from your secondary. I'm not totally au fait with the Poison secondary, but from L1-L40 you've not had a single secondary power. This is likely to leave your build underpowered, compared to those taking secondaries in the L16-L30 range.
I hear Weaken and Envenom are very popular early on. Paralytic Poison and Noxious Gas being excellent L35/38 choices.
Fitness Pool
Do you really need this? Many Masterminds find they are able to not use this at all, and instead rely on henchmen for primary damage output which results in no endurance usage.
Primary Attacks
Do you really need to take all your primary attacks? Especially the AoE. These will just draw aggro onto yourself (especially as heavily slotted as you have them listed) which with your low HP's you can't ablate.
Slotting Suggestions
- Add a slot to Tactical Upgrade, Rchg Rdx, as it needs as much reduction as possible
- Remove slots from Maneuvers (the Def) as the defense bonus is far to low to be worth slotting for
- Add a slot to Tactics (ToHit) as it's best to squeeze as much out of this power as possible
- Reduce all slotting to three of the same type of enhancement only. The fourth will only grant a paltry 5% enhancement and is not worth it in most cases (poss. exception is your final henchman - slot out for damage)
Hope this helps, and gives you something to think about! -
I expect that there will be a good few more Mastermin Primaries due to come out - just that Thugs was the quickest and easiest to complete.
With the other CoV content due in I7, quick and easy is best! -
I am indeed - I have more than just a drone or two now though
Full compliment here!
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Hmm, well I recommend reading the Guide to Modern Masterminds - which covers that sort of question
Link is in my sig.
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Any secondary power for defense = 3x Def
Any secondary power toggle = 1 or 2x EndRdx
Assault = 1x EndRdx
Tactics = 1x EndRdx, 3x ToHit
Drones = 3x Acc, 3x Dam
Protector = 1x Acc, 3x Dam, 1x Heal, 1x EndRdx
Assault = 1x Acc, 4x Dam
Rifle Blast = 1x Acc, 1x Dam
Force Bolt = 2x Acc
If you're going for Teleport, drop Group Teleport (it's not really any good) and slot for 2x EndRdx on your self Teleport.
Accuracy is handled for a large part by Tactics, so no need to slot heavily on the Protector Bots and Assault Bot. Drones tend to get a lil happy about wandering out of Tactics range once in a while so benefit with the heavy slotting.
You should have plenty of slots still to move about for flavourFeel free to disregard everything I say!
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You can do no wrong with Mastermind builds so long as you take all three summons and two upgrades from your Primary. I also prefer to take the L18 henchman support power.
For Forcefields, you should be looking to take Force Bolt, Insulation Shield, Deflection Shield, Dispersion Bubble and Force Bubble as a minimum.
Mix and match with the other primaries, secondaries and pools to taste. For flavour, here's my own Robotics/FF Build so far...
01 : Force Bolt
01 : Battle Drones
02 : Pulse Rifle Burst
04 : Insulation Shield
06 : Equip Robot
08 : Hover
10 : Deflection Shield
12 : Protector Bots
14 : Fly
16 : Assault
18 : Repair
20 : Dispersion Bubble
22 : Tactics
24 : Group Fly
26 : Assault Bot
28 : Personal Forcefield
30 : Repulsion Field -
The petsayname and petsaypow will only take a single word as input. You can't use "Grave Knight 1" but you can use "1". If "Bob" is the name then you'll be fine using "petsayname Bob".
I suggest you give my Mastermind Guide a read - especially the bottom section on macro/bind commands. There's a link in my signature.
Also, the underscores in commands are optional. For long binds it's best to leave them out as there is a character limit. -
/bind f3 "petsaypow Lich <em boombox>Party Time!$$petsaypow Grave <em dance>I'll get the beers in!$$petsaypow Zom <em dance>"
Only problem is both your Grave Knight will say they're getting the beers in. You probably need to use "petsayname <Name of one Grave Knight>" instead of "petsaypow Grave"
Other than that, the above will do what you want. -
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I thought this thread was going to suggest a "Blackadder" powerset, where you get to summon three Baldricks as your first tier power.
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3x Baldricks at -2 your level
2x Lord Percy Percy's at -1 your level
1x Queenie at your level
I like it -
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All of them though dont seem to chain attack by that i mean if i say attack my target they will do so then once i change target they will just stand there waiting for the attack order again, i thought they are ment to follow your first command.
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Working as intended - the "Attack my Target" option is a single command - they do not constantly track what you are targetting.
I think the first may just be down to who attacks them first, but the Clear Mind (Stimulant) issue may be fairly important though - I still say that the Medic and Protector Bots (the two henchmen that do have team buffs) should put priority on tasks according to their stance (Aggressive = Attack More, Defensive = Buff More, Passive = Do Nothing) -
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Not meaning to be thick TG, but how do Villains get into PDP without loging in as a hero?
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Use the entrances
Once the current test patch goes live, villains will also have access to "Pocket D" via Sharkshead, Port Oakes and one other zone.
It's been re-emphasised as a dimensional pocket, and is a neutral zone for villains and heroes alike. I presume that TG is hoping for the patch going live before valentines!
And if so, I'll likely put in an appearanc as MZ, but late on (I'm a mad scientist - I can't get a date)
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As per my Henchmen Powers Guide you were probably fighting against a Ninja or Mercs Mastermind.
Hit Robots or Undead with a confuse and we'll be scuppered (and may have to unsummon our henches for safety). -
Well, as Hero Stats generates HSD files with that information in it may be possible to create a site that parses the info and displays stats for varying users...
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You can always run http://www.herostats.org/ which will log CoV character info.
Handy for Corruptors/Masterminds for a reminder of when to reapply buffs. Alas, it can't tell the difference between different henchmen, so Battle Drones get a single readout. Other players are tracked individually. -
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For those who have not used Global Channels before - I tried to find a quick guide but failed miserably.
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Look harder
Masterminds Global Channel Guide
Simply replace all the bits that say "Masterminds" for "Defiant Events". Sounds a good idea -
To go in conjunction with this thread on PvE tactics, I thought that our fellow Masterminds might appreciate some words of wisdom from our PvP contingent.
Please, for any specific tactics state any Powersets/Powers needed from the start - some may be useful to some Masterminds, but not others.
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Turtle Shell
Required Powers: Personal Forcefield
This is a fairly cheap tactic, but effective. Essentially, you constantly stay inside of a PFF and command your henchmen from relative safety. The henchmen lose the benefit of Supremacy, any other buffs you have and you will be unable to summon more. However your opponent will invariably be targetting you, and not your henchmen allowing for some fairly risk-free damage. Best done post-Single Origin slotting, so that your henchmen have enough innate damage and accuracy and possibly with Aid Self/Heal Insps, so you can keep on top of any damage you do take.
Kill Zone
Required Powers: TP Foe plus any deployable effect (Acid Mortar, Caltrops, Tar Pit, etc.)
Mainly a tactic for Dark Miasma and Traps secondaries (as Poison, Trick Arrow and Force Field need targets for powers), you set up a kill zone of all the deployables you can muster. You then use an accuracy-slotted TP Foe to drop your hopefully unwitting opponent onto the death zone and let your henches open up on them. Best executed from the top of a roof, around a corner or otherwise using geography to mask your setup time (as well as any stealth powers you have). -
Assist My Target
(/macro Ast assist$$petcomall att)
Because the standard targetting through a teammate doesn't work for henchmen commands and sometimes you want to take the heat off a teammate, you can use the /assist command which will manually target their target. I also find this useful to bind to Ctrl+Tab (/bind lctrl+tab assist) for manual targetting. -
Hmmm, I could possibly see it being turned into a full nova-esque power (draining 100% of endurance, stopping endurance recovery, long recharge time) but I wouldn't want this at all.
Reasoning? The ability to upgrade mid-mission, on the fly and selectively. Even if recharged, I wouldn't want to have to call all my henchmen back to me to fire off a nova-upgrade because if I'm summoning mid-fight they need to be where they are and keep laying down covering fire.
Case in point yesterday, I was fighting Barracuda (AV, L29) with three teammates (another MM, Brute, Corruptor) and I was frantically staying out of the way of her cone attacks, and making sure everything was spread out and concentrating fire on her.
If I had to pool my henchmen and myself together for an upgrade we would have been easy meat.
So, in conclusion the nova-upgrade would be useful for the start of a mission but little use at other times. Best kept as-is. -
Wish I had the day off! I need to run the respec on Master Zaprobo - not that I've got a problem with the build, I just want to have it banked and stored incase.
Alas, as always work intrudes on the chance of a peaceful Sunday massacre. -
Wandered into a 1vs1 dueling arrangement last night on my FF Defender - was all very good natured and suffered minimal interruption.
I guess at the end of the day it's down to the individual player if they're going to respect such a gathering or not. -
Yep - Grant Invis on henchmen works fine. Can ghost a mission like that (though really no reason to - just summon henchmen when you get where you're going!)
Handy for PvP and a bit of a suprise for your opponent -
Leadership (Assault, Tactics)
Medicine (Aid Other, Aid Self)
Then one of the following sets...
Flight (Hover, Fly, Group Fly)
Speed (Hasten, Super Speed)
Teleport (Recall Friend, Teleport)
Leaping (Combat Jumping, Super Jump)