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Posts
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Or you could take flight or even just a jetpack temp power and get a knockback protection IO. Go rampage through an earth farm. Stay a distance above them and their earth attacks can't reach you. They just kinda mill around below you as you kill them at your leisure.
What's great is that any ranged character can do it and from a very early level. You can use it to level pretty early and you can find some lowbies who want power leveled to come in and help you kill stuff. Archery is best for it but Water and Assault Rifle work too since they have ranged, crashless nukes. Ice corruptors will be amazing for it once the crashless nukes are in. Scourging blizzard. -
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It took them years to fix the bug where Oil Slick made pets flip out and run in all directions and they still haven't fixed Hybrid which, at the moment, is useless to MMs. This ragdoll bug has been there since the start it just wasn't obvious until Beast Mastery came out. There any number of power issues that have gone on for years so you can understand my pessimism. I'm SHOCKED that they're addressing this before 2016.
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Ok as a Robot/FF MM here's some things to keep in mind.
Your toggles are going to kill your endurance bar. Mastermind pay more endurance for their powers than other ATs. So going for +recovery bonuses in your sets is an excellent idea.
Take Tactics, not Assault. Your lower minions will be -3 levels to you. So if you're fighting +4 enemies in end game, they're fighting +7 enemies. They aren't going to hit squat if you don't have Tactics running. It helps that the Gaussian set has amazing bonuses too.
Your bots are going to have soft capped defense. You wont need to summon them often. Force fields only need to be cast once every 4 minutes. You're slotting for endurance as if you're going to have to summon and buff these guys all the time. You aren't. At all.
Protector bots buff pets, and you, so slot them with +defense.
Robot rifle attacks are pathetic. Don't take them. There are some nice attacks in the Epic pools though and.... Trust me. With robot/ff you're going to be REALLY wanting some more damage and... just something to DO by the time you reach the 40s.
Assault Bot is your damage. Burn patches are his damage. The problem is, all robot pets do knockback so they will, often, knock your enemies right out of the fire. This was designed back when the devs had no idea what the hell they were doing and it REALLY shows. I would highly suggest taking Electrifying Fences. They deal damage, immobilize, and negate knockback so enemies will STAY in the burn patches.
Some people are still in the mentality that Masterminds shouldn't attack. Well that has changed with the Incarnate powers. You want to be there stacking Interface effects right along with your pets and Hybrid only works if you attack. So take some attacks. Repulsion Bomb does damage, knockback, and stun. It's fantastic.
Force Bubble is crap. Unarguably the most useless tier 9 power. Take it if you want. You'll eventually respec out of it for something useful. Someone will tell you about one of the 3 situations where it's useful. I take powers that are useful in all situations. Not 3.
Here is the build I run with my Robot/FF MM.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Battle Drones- (A) Sovereign Right - Accuracy/Damage
- (3) Blood Mandate - Accuracy/Damage
- (5) Sovereign Right - Accuracy/Damage/Endurance
- (7) Sovereign Right - Resistance Bonus
- (9) Edict of the Master - Defense Bonus
- (11) Explosive Strike - Chance for Smashing Damage
- (A) Empty
- (A) Gift of the Ancients - Defense/Endurance
- (3) Gift of the Ancients - Defense
- (7) Kismet - Defense/Endurance
- (37) Kismet - Defense/Endurance/Recharge
- (A) Gift of the Ancients - Defense/Endurance
- (5) Gift of the Ancients - Defense
- (9) Kismet - Defense/Endurance
- (40) Kismet - Defense/Endurance/Recharge
- (A) Empty
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (34) Recharge Reduction IO
- (A) Gift of the Ancients - Defense/Endurance
- (11) Gift of the Ancients - Defense
- (23) Kismet - Defense/Endurance
- (31) Kismet - Defense/Endurance/Recharge
- (33) Endurance Reduction IO
- (A) Sovereign Right - Accuracy/Damage
- (13) Blood Mandate - Accuracy/Damage
- (13) Blood Mandate - Accuracy/Damage/Endurance
- (15) Sovereign Right - Accuracy/Damage/Endurance
- (23) Defense Buff IO
- (34) Defense Buff IO
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Empty
- (A) Recharge Reduction IO
- (25) Recharge Reduction IO
- (25) Endurance Reduction IO
- (A) Gift of the Ancients - Defense/Endurance
- (21) Gift of the Ancients - Defense
- (21) Kismet - Defense/Endurance
- (33) Kismet - Defense/Endurance/Recharge
- (33) Endurance Reduction IO
- (A) Endurance Reduction IO
- (A) Healing IO
- (A) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (27) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
- (27) Soulbound Allegiance - Chance for Build Up
- (29) Superior Command of the Mastermind - Accuracy/Damage/Recharge
- (31) Superior Command of the Mastermind - Damage/Endurance
- (31) Superior Command of the Mastermind - Accuracy/Damage
- (A) Miracle - Heal/Endurance
- (29) Miracle - Heal
- (43) Miracle - Heal/Endurance/Recharge
- (46) Miracle - +Recovery
- (A) Empty
- (A) Endurance Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (36) Positron's Blast - Damage/Recharge
- (36) Positron's Blast - Damage/Endurance
- (36) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (37) Endurance Reduction IO
- (A) Reactive Armor - Resistance
- (39) Reactive Armor - Endurance
- (39) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (43) Steadfast Protection - Resistance/+Def 3%
- (A) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Chance of Damage(Energy)
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage
- (A) Armageddon - Chance for Fire Damage
- (45) Armageddon - Damage/Endurance
- (45) Armageddon - Accuracy/Recharge
- (45) Armageddon - Accuracy/Damage/Recharge
- (46) Armageddon - Damage/Recharge
- (46) Endurance Reduction IO
- (A) Ragnarok - Chance for Knockdown
- (48) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (48) Ragnarok - Damage/Recharge
- (50) Ragnarok - Damage/Endurance
- (50) Endurance Reduction IO
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Endurance Modification IO
- (19) Endurance Modification IO
- (19) Endurance Modification IO
Level 50: Ion Core Final Judgement
Level 50: Spectral Radial Flawless Interface
Level 50: Robotic Drones Core Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Support Core Embodiment
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I know back then Hybrid launched that most of the powers either didn't apply to pets or didn't apply correctly to pets. Since then, have the issues ever been addressed?
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Quote:So I've been running a lowbie Beast/Time, and enjoying her... but rather suddenly I had a hankering to switch to /Storm; for a few different reasons; but the biggest being... I've never had Lightning Storm despite playing COH since just after launch.*
This bothered me since well... I like everything I can see about the power. Visually it's pretty impressive, and pumping out extra damage on top of my pets is high on my list of "things I want to do" - knocking things around is usually fun too since I mostly solo my MMs.
But again I've never had the power myself - and I know Time is both powerful and relatively enjoyable. So I figured I'd just ask before I decide whether or not to re-roll... is Lightning Storm worth going after? Or is it disappointing damage-wise on a Mastermind (like all our other personal damage powers)?
Appreciate any help < . .>b
*I joined the forums long after I joined the game, and there's an account switch in there too.
Beast/Storm is a baaaaad idea. Pets have an AI bug where they wont chase enemies that are knocked back. They will only go after them after the enemy gets back onto his feet. You get tornado and lightening storm in there knocking enemies around and your wolves are just gonna stand there not doing anything. Even when the bug gets fixed, somewhere around I46 probably, they'll still have to chase enemies everywhere. -
Blaster's Martial Arts is way too powerful.
The standard has already been set that blaster secondaries must suck. Horribly. And have little to no synergy with primaries. With the obvious red headed step child, /energy, whom actually has utilities. They must be abilities that don't really work with the fast, all or nothing burst damage theme because they're thrown together, unmodified, versions of other sets. There's no "Hang in the air for a three second animation next to a boss that can 1 shot me" like Total Focus or the aggro EVERYTHING for some small DoT like Hot Feet.
Yes. I love Martial Arts. Martial Arts is amazing. It's what all other secondaries should be. And that's the problem. If it doesn't suck, it's going over shadow the other secondaries. -
Quote:Exactly. When I saw these changes my first thought was "This is gonna be awesome for my corruptors!" I only have 1 blaster and he didn't come to mind until some time later. Probably because I hate playing blasters.The damage seems well liked the fact that cor's and def's leverage the effect better than blasters not so much.
The problem is, blasters have so little versatility. There's little room for them to leverage powers while a corrupter, dom, and defender can pull off all kinds of stuff. Because of that, any change that makes blasters better is going to be leveraged by the other classes for even greater benefit.
Why not make it so blasters get a massive defiance boost from using a snipe? And/or give snipes a chance to critical based on +accuracy buffs. We'll call it "Head Shot". The more +accuracy the better the chances are for Head Shot and/or the more damage it does. Maybe give blasters an inherently higher chance of doing Head Shots. Head Shots could also increase in frequency and damage when enemies are suffering from -defense debuffs. -
Quote:I think the trick there would be in FF's most forgotten power. Repulsion Field.FORCEFIELDS : This set if very functional solo and on teams, but doesnt stand the test of time. It needs more tricks to appeal to teams and something to help solo.
Change it to knockdown rather than knock back. Perhaps increase the radius. Add a -regen debuff. Take out the endurance cost applied for each enemy affected.
Same thing for Sonic Repulsion only, perhaps, do -resistance or -accuracy rather than -regen. Goes better with the set theme.
NO idea what to do about Force Bubble without completely gutting the power. I'd say add a -Damage or -Regen to it but, still, who the hell would use it even then?
Sonic buffs could use +HP and +Regen to bring them up to par with Force Fields. -
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Quote:Pretty much what this guy said. Although, Fire Cages does make enemies immune to Knockback and Knockdown so, while it will prevent Thunderstrike from knocking enemies back, it will also prevent Earth Assault from knocking enemies down. Electric has decent ranged attacks while Earth has the worst ranged attacks of any dom set by far. Both Stone Spears and Bolder have pathetic damage for their long animation times.I wouldn't say it sucks 'now'. Some will tell it's always sucked. Nothing has changed for elec since it launched for doms.
As for the pairings, I think /earth goes better with fire control if you plan to melee a lot with Hot Feet and Cinders.
But if you're planning to not take those powers for whatever reason, then /elec would be a good selection as it has a bit more range than melee options.
I think what folks might be referring to regarding elec is Thunderstrike. It does knockback instead of knockdown, which some suffer erectile dysfunction over.
Not saying Earth Assault is bad. It's THE set if you want to melee. But it's equally bad for range as it is awesome for melee. -
I'd rather have more secondaries.
Give me /Cold or give me death! -
Quote:The only problems with Beast Mastery is 1: It's not Demon Summoning, which blows away most other pet sets. I say most because I don't want to start a what the best pet argument when I want to say ALL other pet sets 2: It's plagued by the AI bug where pets wont chase after enemies that are knocked back. This isn't a problem for ranged pets since they'll switch to ranged attacks. Beasts are all melee so when you knock an enemy back they stand around stupidly until the enemy gets back up. Beast will be fine when they finally get around to addressing this. When? No idea. Devs are usually pressed into making the next big flashy thing with barely a backwards glance at things left needing fixed in their wake. Probably because "Issue 25: We fixed all the broken stuff!" ISN'T going to generate the money that "Issue 25: More new powers sets!" would.Hey all,
I already have a bots/dark, and was originally planning on making a beast/time because the one thing that drives me nuts in incarnate content is watching my robots explode constantly. Just looking over city of data it seemed like stacking power boosted farsight with the ATO +defense would push the beasts into super high defense, to the point where I wouldn't have to resummon them constantly.
But I keep hearing that beast mastery is garbage. So how about demons? Anyone with personal experience in incarnate trials have anything to say? I hate resummoning pets constantly; the demons have resists, but no defense to stack. So...Anyone have any experiences to share? Thanks!
As for Incarnate Content, I'm pretty sure all MMs have to re-summon constantly. One aoe and pet HP evaporates like water on the sun. -
Quote:Bonfire may get looked at. Maybe. Because Fire Control dominators and controllers can negate the knockback of Bonfire and Tornado already turning them into damage powers. Tornado isn't going to be much of a problem since, yes it does have high damage but that damage is spread slowly over it's 30 second duration and can only be inflicted on one or two targets at a time. Besides, Tornado spends half it's duration between targets as it lurches around like a drunk. It can't decide who it wants to attack. Storm set could use the boost in my opinion.The problem with customizing power effects is that it makes game balance extremely difficult. Don't get me wrong, it's great that people get to use powers they didn't want to before etc. It's just a good thing it isn't a global enhancement. I predict we might see some nerfs to powers (or powers that stop accepting this new set) as a result of the conversion. The fact is, KB is an important part of the design in some older powers. Tornado and Bonfire will almost certainly need looked it. Otherwise they turn into massive AoE damage patches.
As far as the use of KB is concerned, I use it regularly without causing any complaints. It's about the angle of your attack. If you push enemies down an open hallway that's more of an issue than strafing to the side a little and pushing them diagonally into the wall. I guess I can understand why people complain about KB. But it never bothers me, even when I'm on my melee characters. Something that's flying through the air isn't attacking me or my team. That's what counts. Good players tend to share that view in my experience. Complaints I've seen recently have been from "DFB Noobs".
But Bonfire. The problem with Bonfire isn't the damage, it's that it's going to be a massive 25 foot aoe that constantly knock enemies down like a crazier version of Earthquake AND do significant damage at the same time. Controllers and Doms may even opt out of their immobilization power to let Bonfire do the constant knockdown. That's what I plan to do at least. -
Quote:Just goes to show, no matter what you do, someone will find something wrong with it. In a game that's claim to fame is personalization somehow it's a bad thing that we can personalize power effects. I remember someone found a reason to complain about power recoloring back when they implemented that too.Won't ever happen. If they wanted it to be global, they could have just made a Null the Gull setting. Or allowed us to slot this in multiple powers. It's obvious that the dev team wants us to only be able to put it in a single power. My guess is they don't want to have to rebalance every set with KB to account for everyone putting this enhancement in it. Can't blame them for that.
Personally, I don't think they should have caved to the requests for this ability. It sets a dangerous precedent. People aren't fond of terrorize either, and some people don't like stuns. Are we going to see them whining for uniques to change those effects now? I remember someone was complaining about being able to change the color of powers too back when they implemented that.
I'm not saying I won't be using this enhancement. All I'm saying is that I'm glad it's unique and that it's not global. I don't understand the complaints about knockback in most cases. There are a select few places (AoE/Cone focused pets like Commando, PBAoEs like Solar Flare) where I will slot this because I feel that the KB is actually harmful to the utility of the power. In cones and single target attacks, however, KB is usually better than KD. Especially since most of those powers are intended to give you breathing room and keep enemies at range. In no circumstance is KB harmful in those powers. Inconvenient, perhaps, when used without thought or practice. Not harmful though. Accusing someone of wanting people to play "their way" in this case is fairly illogical. Wanting someone to be skilled in the use of their powers is hardly unfair. If I were using AoE attacks only on single targets and single target attacks only on groups, you would surely laugh if I blamed the powers. This situation is fairly similar.
I think it's a great precedent that they'll let us choose how powers works. I just respeced out of Umbral Torrent on my Dark blaster because I was sick of people complaining about the knockback. I could have kept it and played with it "skillfully", which means rarely in very specific circumstances... or I could take another power that is usefull ALL the time. Not a hard choice to make. I'll be taking it back as soon as the Kb to kd enhancement is out making it a power I'll use constantly instead of, if I'm lucky, once a mission where the spawns happen to be against a wall. You can go on and on about how I'm not playing right etc etc but I like powers that are usefull in all situations, not just one or two rare ones. And in this case "skillfully" MEANS in ways that limit the knockback because in no situation is it a great idea to send the spawn scattering to the wind.
Giving enhancements that change the effects of powers is a fantastic idea. Because no matter how ludicrously bad a power is designed, somewhere, someone loves it and will raise all holy hell if it's changed. Force Bubble comes to mind. I've been playing this game five years and I think I've only seen someone use that power two or three times and only one of those times in an effective way. I don't remember the last time I've even seen someone TAKE this power. But if you come on the forums there's a select group of people who love it, for extremely contrived reasons, and are vocal about opposing any changes to it because "people aren't using it right". -
Quote:The dev said that the % is for when a power isn't a knockdown that it'll become knockdown.Doesn't that line read "Damage/Chance for Knockback/Knockdown to Knockdown" as well as being a unique set ???
Bummer, you almost had me excited.
For turning KB to KD, that's every time. No percentages.
And, yes, sadly it's a unique set and can only go into damage dealing powers. Why it's not global and why there isn't a non-damage version.... Who knows?
Hey... yeah... Putting this on an aoe intensive pet to turn his attacks to kd would be really awesome... -
Hey, just realized, MMs can take Bon Fire. A 25 foot high damage aoe that will do constant knockdown to anything inside it rather than knocking enemies back out of it. Blasters can take it too.
Oh that's gonna get nerfed pretty fast.... -
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Rejoice my fellow mastermind lovers for there is.... FINALLY!!!!!... a proc that turn Knock Back to Knock down. It only applies to powers that deal damage though.
This is, mostly, amazing news for Storm Summoning. For Storm Summoning you can either put it into Gust to see it be useful for the first time in the game's history or Tornado. When tornado can't throw enemies around it will sit on them doing a lot of damage over time so it'll be like having an extra pet which is pretty dang sweet. But since it can only be placed in damage dealing powers you can't put it into Hurricane and you can only put it into one power. It's not global. Why not? Who the heck knows. Maybe in another 5 or 6 years they'll throw us a global one or one you can put into non-damaging powers. Can you imagine it? Hand Clap, Repulsion Field, Sonic Repulsion would all suddenly be useful. Worm Hole would be amazing.
Seriously. While I'm ecstatic that this is finally here, I'm also pretty pissed off that they had the capability to do this they just... didn't.... Can someone tell me why this wasn't done years ago? Tell me there's something I'm missing. Did they not have the capability to do it before now? Something weird in the coding? Jumpin zombie Jesus what the hell took them so long?
Edited because apparently Worm Hole doesn't do damage so you can't put this into Worm Hole.... Sad.But hey, Electric/Electric doms can now use their Thunderstrike without throwing enemies out of their draining aura.
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Quote:Hand Clap, Torrent, GUST! All powers that were crap before because of knockback are now not only viable but awesome as knockdown.The conversion (Knockback to Knockdown) happens 100% of the time; if the power you slot this in does not have Knockback in it then it adds a proc to do Knockdown.
Why wasn't this done YEARS ago?? Seriously. -
[QUOTE=atomicdeath;4236793]Quote:This is fast becoming an outdated mind set.
All personal attacks are a waste of power slots on MM's
[/B]
Demon or Animal sets both increase the damage of your pets. Demon whip attacks decrease damage resistance and animal attacks buff pets with +damage and a chance for criticals AND does have -defense debuffs. The Interface slot gives your attacks usefull debuffs and DoT. Three of the four Hybrid Slot abilities require you to be attacking for them to work and your pets don't count. And, frankly, if you're a force field mastermind just take attacks so you can stay awake through the missions. Boredom is the greatest enemy of the /FF MM... well... that and Nemesis. Oh you will learn to hate Nemesis.
For robots, you can increase your damage significantly by taking Mu Mastery for the Electrifying Fences and since force field is boring as all hell I took Static and Thunder just to have something to DO. Once I had access to them I skipped out on the rifle powers because Mu's attacks are far better.
Anyway. Assault Bot's Incendiary missils create burn patches that do significant damage.... sadly enemies either run of the patches or are knocked out of them by the knockback robot pets do. It's some TERRIBLE power design, yes. Electrifying fences stops both those problems since not only does it immob but it also cancels knockback keeping enemies in the burn patches. -
Except.... there is.... it's called math and I laid it all out there. Go back and read it again. The concept seems to have slipped through your fingers the first time. The only reasons to buff pets is either that you are honestly terrible at math or pure stubbornness and ego. But don't pretend as if logic is on your side in this. You've made no argument that surmounts to anything more than "I do what I want!"
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Quote:For me, it's never a toss up between team mates and pets. Team mates come first. Pets are wonderfully expendable and completely replaceable.Do you know the power Painbringer? It's Pain Domination's last power. Would you use it on your boss pet or one another melee player?
I think ultimately it is your game. I can see the logic that you want your pets to stay alive so you contribute more. My only concern is that Temporal Selection's +30% recharge does not benefit your pets. 150% regen sounds nice on paper but it doesn't translate that well on a pet that has less maxhp.
I believe Mastermind is the hardest AT to play well on a team because you've got to make so many decisions like do I keep my teammates alive or do I keep my pets alive so we win the fight? Let's just say I don't always save my teammate if I know my pets can do better. lol Mainly because if I save a teammate, he may not have enough endurance to continue the fight but most of my pets should have a lot less endurance problem.
I get what you are saying but I think Temporal Selection is better on other players. If I have teammates on my team, I always put TS on somebody else first and then go back to my Dire Wolf.
As for giving Temporal Selection to pets rather than team mates.... What!?! You'd rather give that +regen to your pets than, say, the brute or tank? Or that +Recharge, which doesn't affect pets, to, oh I dunno, the controller? Or that +damage to the blaster? Your pets combined DPS is dismal compared to a corruptor, blaster, scrapper, brute, or even a dominator. You provide the team more damage with a single cast of TS on the blaster than you could if you had TS perma on ALL your pets.
Assault Bot's beam cannon does 60 damage unenhanced. A Blaster's Blaze does 193 damage unenhanced. That's 3 times the damage of Assault Bot's beam. TSing the assault bot would give a damage boost to his attack of 11.25 points. It increases the blaster's Blaze by 34. Then there's the difference in cast times since a fire blaster can launch 3 attacks in the time that it takes for Assault Bot to go through the 4 second animation to launch his cannon. In a fire blaster's attack cycle of Flare, Fire Blast, Blaze he would do 61 more points of damage because of your TS buff compared to the 11 points Assault bot would have done. You're dealing damage, just FAR more effectively through another player than through your pet. If your ego demands that you be a DPS rather than a buffer, then consider your teams mates as more powerful versions of your pets. You can buff the stupid way or the smart way. You were "pigeon holed" as a buffer the second you selected the Time power set.
No idea why people say this. I never go without a team. If no one invites me I just make a team myself. -
Quote:.... They ARE.Then weapon sets must also be a bad idea for Corruptors, Defenders and Blasters with redraw-inducing secondaries or primaries.
I wouldn't play a weapon set defender or corruptor with any active secondaries. FF, Sonics, and Ice are fine but anything where I have to sit and watch the pull the weapon out animation a dozen times each fight would be unbearable to me. How often is the target going to be dead by team fire by the time you pull the weapon out and shoot it? Often enough to be frustrating.