MriBruce

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  1. If A had a glow, it would get my vote. Really like that chest box and such. But I love my glows, and I do like the stealth-like styling, so B got my vote.
  2. I've specced into it twice (illusion/radiation, plant/storm), and specced out of it each time. It seems like whenever I could really, really use it, I never have the endurance for it, and if I have the endurance for it, I have other options available.
  3. Oh, I figured, I was just adding my own peeve.
  4. As far as names go, I'd rather have l33tspeak than any name in the spirit of "Fire Kin Corr" and "Ice Blaster". Those just make me itch to flee.
  5. Quote:
    Originally Posted by Madadh View Post
    Easygoing people who love a challenge, and love surmounting a challenge, but just laugh it off if it fails. People who don't care about blame, even when (especially when) they are blameless.. So fun oriented folks.
    This is what I love. Willingness to try, mellowness about setbacks.
  6. I decided to give inhuman-style peacebringer a try, and I'm having a great time. Daring Sky is (as I write this) in her mid-20s, and doing well. Mostly she's in nova form blasting away, and I indulged in a Freebird: Stealth enhancement so as to sneak, a thing I love and can't do on my mains, who are both masterminds. She pops into human form for buffing and healing, and dwarf form when it's necessary to beat down with more defense. I'm not especially good at melee, but I like it, and I can indulge my desire for some tanker-ish fighting without having to commit a whole character to it.

    The nova powers are all five-slotted, and the dwarf powers are coming along. So are both forms. It turns out that as a matter of personal psychology, I'm pretty happy selecting which of several limited toolkits I'm going to use at the moment. I've begun thinking a little about what I may want in the way of incarnate abilities for her, though I have no real solid ideas yet.

    I can certainly see many reasons why someone might not like this approach. But wow is it the thing for me just right now. If it keeps being this much fun, I might want to write a sort of low-math guide to the style.
  7. That was fast! Thanks to Bennywise for the SG invite.
  8. Any particular channels I should be keeping an eye on? My new thugs/traps hero, Felix 13, is off and rolling.
  9. So far:

    Provoke. When I'm reapplying it during a long fray, should I keep taunting one primary target, or spread it around, assuming reasonable overall coverage of the mob I'm fighting?

    (Has anyone done a good job writing up a guide to Provoke, come to that?)

    As we discussed briefly on channel, some thoughts about which minions are best suited for rumbling/bodyguarding by pet type would be neat.

    Maybe some comments about Provoke on teams where you're not tanking? On trials and raids, it's no big deal, there's going to be good threat management around. On (particularly) pick-up mission and task-force teams, maybe not, and thoughts on "how not to be unwelcome" would be, er, welcome.

    As a matter of formatting, I'd like to request a bit more highlighting of petcompow, petcomname, and petcomall - a boldfaced bulleted list, or something. I'm not sure I'd quite realized exactly what petcompow does, to be honest.
  10. Good stuff! I'm slogging through a cold, but will see if I can rummage up specific comments/suggestions/etc.
  11. I also started up a dark/dark corruptor last night, and...wow. What a blast. First time I ever got a corruptor into double-digit levels, and just glorious fun. One of my first characters to 50 was a dark/dark defender, and this combines a great comfortable familiarity with nifty new-to-me possibilities.
  12. I did Musculature for my bots/FF character, and Spiritual for my bots/traps, and like both results. I'm thinking about making a Musculature for the latter, to compare.

    But really, I suspect anything you have fun with will work. Masterminds arrive with fewer outright needs and holes than many archetypes.
  13. Honcho's advice is good. The best power set is the one you have most fun with, because then you're motivated to get the most out of it.

    I like traps, but then I like having things that stay up even if my character's out of it for the moment. I'm probably a lot more fretful about that than many players, in fact.
  14. Quote:
    Originally Posted by _Klaw_ View Post
    I put this idea out there a while ago so I'll be brief here. I would like a generic henchman set where we can choose from a range of costumes and weapon packages.

    I think it would sell.
    I'd like to see this in customization for thugs.

    My own wish at this point is simply for pets that are small. I am aware of how annoying my robots can be in closed spaces, and demons even more so, and I would like players who enjoy masterminds not to be a burden to teammates that way. If I could pick an alternate look for my bots that made them the scale of the various drone units I'd do it in a flash.
  15. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    My personal fave is my psi/ment blaster bentley berkeley on virtue. You want to see what its capable of come look me up there anytime. As far as sets go its my fave blaster combo ever and I havent wanted to use another blaster set since.
    I've been on trials with Bentley and watched him rack up the defeats. I'm leveling a psi blaster myself at the moment, and first of all enjoying not having a lot of toggles to track! Nor Domination to track - I'm one of those players who does badly remembering to firing off things on the scale of a couple of minutes, for whatever reason. But the palette of powers in psi blast and mental manipulation really is pretty nifty.
  16. That's super helpful, Oedipus Tex, and I've filed it away in Instapaper. Thank you!

    The key thing for me to know was "yes, multiple hits are necessary on some higher-ranked enemies". The extra detail, though, makes me feel actually clueful.
  17. I'm having a lot of fun with an ice/ice blaster, but have to admit there's a fair amount I don't know about holds. In particular, what can I do to increase the chance that Freeze Ray will successfully hold lieutenants and bosses?
  18. A thought, while looking at just what is I have characters do in fights...

    Not all that many engagements are purely static or purely mobile. In any multi-enemy mob, there'll be some things that move a bunch and some that don't move so much. Many single-target fights are against enemies that can be pulled and kited, and can also be fought in place.

    To a large degree, therefore, how we choose to approach a fight determines how mobile it'll be. And everyone who's in it has some say, by the fact of what they do.
  19. I could certainly go with talking about traps as "melee set with ranged uses too", or as a hybrid (like, say, demons or thugs).
  20. Quote:
    Originally Posted by Redlynne View Post
    Caltrops: non-mobile target location AoE control power
    Triage Beacon: non-mobile buff "pet"
    Acid Mortar: non-mobile debuff "pet"
    Poison Trap: non-mobile debuff/control "pet"
    Trip Mine: non-mobile "set and forget" delayed blast PBAoE

    Web Grenade: ranged debuff/control attack power
    Force Field Generator: mobile buff pet
    Seeker Drones: mobile self-destructing attack pets
    Detonator: make one of your Primary powerset pets self-destruct (for PBAoE damage)
    Acid Mortar has a 100-foot range, so that's a 200-foot-diameter area covered. A lot of mobility can happen in that space - it's a significant chunk of even the new huge warehouse spaces. I noticed that on ITF steamroller runs this weekend, it was pretty routine for any given acid mortar to be good for 2-3 close mobs, being pulled rapidly by the typical steamroller run leader. And with it slotted and my awesome amazing 22.50% global recharge, I've got it coming up every 40 seconds.

    The other characters I've played most the last couple months are robots/force field mastermind and illusion/radiation controller, and in practical terms, I don't find Infinitix, my robots/traps character, moving around less during and between fights. Nor do I find myself wishing others weren't so mobile so that my stuff would work better.

    Every power set has some occasional nuisances. Buffs wear off at bad times. People wantonly and with cluelessness aforethought kill my /rad and /dark anchor targets. Meleers object to Force Bubble separating them and their powers from their targets. For me personally, the big nuisance in Poison Trap and Trip Mine is not that they're immobile but that they go down at my feet. Signed, Loves Playing Ranged In Seattle
  21. Quote:
    Originally Posted by viper_kinji View Post
    That thread actually led me to check what I had on my 50 toons to look at the proportion of Hasten usage.

    - 10 have it perma (all are either dps or debuffs)
    - 4 have it (1 stone tank and 3 toons with low rech click heals - Elec Armor and Fire Armor) but not perma. Most of the time it is because I chose not to build for recharge but for other things (HP/Regen)
    - 9 don't: in those cases, for some it's due to end consumption (Kat/SR helloooooooo) and some because the attack chain (DB, stalkers, some tanks) or the buffs (FF) don't really require it
    Thanks for the actual tally and commentary!

    Quote:
    Originally Posted by Silas View Post
    No build needs Hasten. Almost every build will benefit greatly from the addition of Hasten.

    I would like to think this is not a difficult distinction to grasp.
    You'll notice that it's not actually the question I asked in the original post, though it seems one a lot of folks are happy to fight about. I chose "flourish without" after some consideration, and a number of tries that didn't feel so clear to me. I'm not dumping on Hasten, just interested in what sorts of characters get less from it than many.
  22. I was talking about this with friends just recently and thought "I'll bet the forum folks can expand this list a lot." There are times when one - depending on who the one is - just doesn't want to look at glowing hands, or have to allocate powers in that pool. So...what works great without Hasten?

    Some masterminds do, I know. My robots/traps mastermind's current build doesn't have it, and is doing fine; my robots/force field one doesn't have it, either. It depends on secondaries, and whether there are recharge-intensive pets available, pretty much. (It's a shame to take Gang War and not also take Burnout.

    Beyond that? Not really sure. So please, chip any experience you have with characters who didn't need Hasten.
  23. Thanks very much, folks! It sounds like I'm not missing anything obvious, and that's reassuring.
  24. I have two robots characters at the moments, one robots/force field and one robots/traps. I'm pondering the last few powers for each.

    Mu Mastery's Electrifying Fences is more appealing the tougher my assault bots get. Two questions.

    #1. How does it compare to Soul Mastery's Soul Tentacles for the specific purpose of keeping targets stationary so that they can burn more? (And, more generally, how do the two patron pools compare for robots purposes?)

    #2. I'm not, at the moment, seeing anything in the hero-side epic pools that offers anything like the same AOE immobilizing utility. Did I just miss it, or is this a real gap that is likely to justify my taking characters villain-side long enough to get their patronage?