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Posts
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Joined
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Well, I wouldn't want to meet that platoon in Warburg
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Guess what? More suggestions
- A fourth recharge in TacUpg? Negligible benefit, drop it and move it to Web Grenade as an Accuracy or Aid Other as a Heal
- Drop the extra Acc from Commando - he cons higher than you and has your Tactics. Move it to Hover as a Fly.
- Consider changing one ToHit Debuff or one Hold on Spec Ops to an Acc as they'll do no good if they can't hit regular (they only need the one because of Tactics)
- Consider changing one Slow and one Hold on Poison Trap to Acc's as they do no good if they can't hit regularly.
- Consider dropping the End Rdx from TacUpg (it takes long enough to recharge anyway that you should have most of the End back) and move it to Soldiers as a Heal. It'll buff your Medic a bit.
Otherwise, I reckon this version of the build is showing some good new utility, and is equally sturdy (note I'm down to enhancement suggestions!). Pack a couple of blue candies for setup, and you'll be good to go. -
On my Empathy Defender I go by...
- Person I'm having to heal most (the defense means I'm less taxed for healing others then)
- Person who can deal lotsa damage (so they can kill even quicker) -
To my mind in beta I never found it worth taking up three powers (Swift/Hurdle, Health, Stamina) to just get a little more endurance during the summoning and buffing stages, whih I can get an Endurance Inspiration or two for free and have that do the same job.
Of course, if you feel you benefit from the selection more than you would than additional powers and abilities then fair play to you!
I'm also quite active in combat - Bubbling, Blasting and Force Bolting but when I was high-level in beta I still felt no need for Stamina. YMMV though.
Seeker Drones I liked, even from Protector Bots - as you say they're a nice aggro soak, and have some nice effects. I just think they're much maligned! (and more useful when you choose the summon point and not a Prot Bot).
Aid Other, Acid Mortar and another random power would be my suggestion for replacing fitness - perhaps Detonator since if a henchman is going to die he might as well go out in a blaze of glory! -
Infirmary is only good for PvP Base Raids as it provides a rez point inside the base.
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- Drop one +Acc from each of your summons, and redirect them into 1x Rchg and 2x Heal for Triage Beacon as it doesn't shine without a boot up the posterior.
- Drop 2x Rchg from Equip as it recharges fast enough on its own. Move one to Tactical Upgrade, and the other to Triage.
- You have very little in the way of attack powers and toggles (2x Leadership) so I can't see why you bothered with Stamina, depriving you of other power choices. Consider Aid Other for keep your Mercs alive along with your Medic (Slot 1x Rchg, 2x Heal).
- Consider switching Spec Ops Acc x2 to Dam x2 as Tactics should take care of your accuracy needs.
- Consider dropping 1 or 2 Acc from Trip Mine and replace with Rchg
It's a solid build, and no doubt tweaked for your playstyle, but have a look at the above suggestions and see if any click with you... -
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Master - thats deathsurge
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That's the one!I knew the name but just couldn't remember it!
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Carnival, Thugs, Elementals and Demons are the known and confirmed upcoming Mastermind Primary sets.
Of those I'd expect Thugs first, then either Demons or Elementals next. Since these are nice and generic and the graphics already ingame for them (for Elementals think Fire Imps (x3), Jack Frosts (x2) and Animate Stone from the Controller sets).
Carnival I expect we'll see new models for so they're not carbon copies of the Carnival of Shadows. -
I'd stay with it - it's just numbers that need updating (I've never been a numbers player - only use character builders to plan out slots and power)
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Well us boys at ARAD are Tech and not Arcane though we probably don't have the quantites you'd want.
Perhaps a "Market Day" needs to be organised? A set day/time when villains come together and trade for components/salvage? -
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Although... I've been playing around some more in Char Builder to see what the stats would be when Hide is 3 slotted for defense. Effect: AoE defense at 9,1% (Stealth doesn't add defense against AoE), and that's with +1 SOs. Doesn't look like much TBH.I Think those damage thingies could get through that quite quickly.
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Then you're looking at a dodgy Char Builder. Hide grants low defense to everything, but a high defense to AoE - around to 20-30% mark I believe. -
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Well, one slot for Hide could be taken of Jump Kick, assuming Dull Pain wouldn't be better off with it.
Also, and this is pure theory speculation here, I've noticed that most of those PBAoEs are knockback powers. I haven't seen to many damage AoE's being thrown around, but than again I might have been lucky. So I figured a knockback protection would be enough... Again, this is pure theory here, so I've no idea if this is true or not.
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Mud Pots, Caltrops, Blazing Aura, Lightning Field, etc. There are many PBAoE's that do damage and you know that dedicated PvPers will be taking them.
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Also, could you tell me if Resilience is any good, and what is the self-damage of Energy Transfer?
I've also made a mistake in that post... I was wondering if Resiliance wouldn't be better swapped with Barrage, not Energy Punch, which is already there.
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Alas, my En/En Stalker is still very low level so I can't really comment at all - you need a seasoned Energy Stalker -
One thing that strikes me is that you should slot Hide as it's your only defense againse PBAoE's to get off that crucial first strike. You can strip the slots from your Energy Punch as if you can't get a two hit kill it's not worth hanging around in PvP.
The rest of the build seems fine and it's tactics that'll see you through PvP (avoid striking people in water, don't use buildup near someone as they can hear the powerup noise, etc.)
I'd also recommend respec'ing into this build at 40 (save a respec) as you will really be hurting for soloing with the lack of attacks. -
There is a lot of speculation on Caleb, but no firm facts.
The only CoV GM that has been successfully triggered is Cap Au Diable's. Forget the blighters name - the big electrical gremlin.
His trigger is apparently removing all the Gremlins from six different towers around the PTS lines - been tested on US servers and has spawned him multiple times inside a ten minute window.
Pity he has no badge attached currently. -
Not one I've noticed actually... I'd /bug that one when it is happening.
In fact, apart from the odd bit of NPC AI left in my henchmen (close to melee, flee from burn/caltrop patches) I'm very happy with them these days. -
Arachnos Research and Development (ARAD)
Location: Defiant
While Black Scorpion and his team of pet scientists work on projects mandated by Lord Recluse, ARAD undertake theoretical weaponry and device research at the cutting edge.
Reponsible for development, and field testing of all our creations, ARAD has a strong background in robotics and artifical intelligence engineering. We often assist other autonomous android, cyborgs and robots when their original creators have failed them - enhancing, tinkering and repairing them for the weal of Arachnos.
We are few in number (around ten, a mix of scientists and AI projects) but wield an impressive array of technologies - some of which may eventually mature and be delivered to Arachnos Core.
(( Human Scientists/Tinkerers [Robotics/*, */Traps] and robots [Any AT/Powerset] semi-RP group - details @ http://arad.bbfun.com/ )) -
This is expected and "fixed" behaviour for the hospital teleport. It's also why any base I design now will not have a medical bay until it is at PvP level - there's no point otherwise.
Shame - I loved the "feature" in beta, and made a med bay make sense for PvE as well. -
The Mastermind Index v2.0
This index is intended to link to all the numerous resources available, across both the US and UK Forums that make controlling and playing your Mastermind simpler and more fun.
Version History
The Mastermind Index (v1.0, 11/02/05)
I welcome any and all feedback on the Guide, and of course any suggestions for additions - simply reply here!
Mastermind Guides
These contain information specifically organised to make more sense to a starting player. I recommend you read the Guides first.
(updated) MZ's Guide to the Modern Mastermind v1.2 (UK)
Mastermind Notes v2.1 (US)
(new) Mageman's Mastermind Guide & Opinions (US)
Henchman Power Names and Upgrades Guide (UK)
Mastermind Tactics (UK)
Macros and Keybinds
These are methods that varying players have used to make controlling their henchmen simpler or more in-depth.
(new) MZ's Modern Mastermind Control System v1.0 (UK)
Khaiba's Numeric Keypad Pet Controls (US)
(new) Duck's Mastermind Pet Name-Coding Guide (US)
Fun and Games
These are not essential to the understanding of the Mastermind AT, but are well worth reading nonetheless!
(new) Mastermind Experiences (UK)
Naming Minions (UK)
New Emotes (UK)
(new) Comprehensive Guide to Emotes (US)
Pet Pics (UK)
Removed Threads
The following threads are being removed from the guide - either through lack of activity or invalid URL's
Positron and Pohsyb's Guide to Masterminds v2.0 (US)
Robotics Control Binds (UK)
The Mastermind /petsay thread. MM Binds (US) -
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Any power gained through an upgrade is currently unaffected by Enhancement slotting in the summon power itself. Upgrade-gained powers only work at their base damage, accuracy, etc. The devs are aware, can fix this, but are currently testing that it does not overbalance the AT.
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And in case anyone has been under a rock (like me) for the past few months, this issue is now resolved - slot for any effect from any upgrade power. -
Anyone have their own tips and tricks to offer us for the new year?
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I'm a steamroller - against large groups of +1/+0 mobs
Inspirations take up any shortfall in Endurance or Health.
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Good to see that during my winter absence ARAD has faired well and even grown somewhat!
I'm back at the lab now, and it feels good -
I know that irc.stratics.com run a CoH channel - perhaps it could be invaded appropriately...
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Even us evil geniuses need some time off now and again!