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i would highly support this idea
although the temps you receive for 1 time things arent too good to begin with (i mean if your 50 the debt protection temp from mayhem is gonna do you nothing)
however you could still get the temp powers out of the side mishs that grant the temp powers (weapon deals for safeguards for example) -
Quote:the purple pet set does work in lower tier pets because i have my ninja mm slotted with purple set in tier 2 petsFrom what I recall, the Purple Set only works in Tier 3 Henchmen, since they're the only one's who are Lvl 50. If the henchmen/pet isn't Level 50, the enhancement doesn't actually work.
antidote isnt really necessary for a pvp build -
webnade has a slow component too, and about the jounin, i dont remember actually, havent been on my ninja mm in awhile (hes been working on day jobs cause hes also my main badge guy)
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true, but super speed will still give them plenty of time to run away, now this setup might work better for arena pvp though where you cant really run too far or its tighter corrners
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if your intent is also to slow an enemy into submission then a good thing to go with that would possibly be mace pool
but honestly, most poeple are gonna resist that a lot (elec and sr can both get huge resists to slow), and i dont know if they count under mezzes so i dont know if they would be hugely suppressed
if you can manage to stack on a lot of slows then you should be fine (if you went traps you would be forced to take a slowing and -fly power) -
if you were gonna try making a mm for pvp, i would probably not use a melee focused pet (because most poeple are scaredy cats and run around at the first sign they are losing), bots are prolly the most effective primary for pvp
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Quote:yeah, i was going to worry about the set bonuses at level 50, once i actually get some cash sorted so that would be a while away yet, hence why its still set up in IO form

As i mentioned before the biggest thing that would worry me here would be how ineffective they would be in groups, dont get me wrong i intend this to be geared towards single targets, but its likely im going to have to deal with groups when leveling, and especially since pet resist IOs are level 50, it could be a potential pain in the butt to level.
I was considering traps at first because of Force Field Generator, and Fire because of Forge, but traps i decided against because if i plan on pvping with it the mines are a pain to place so are pretty useless and the generator usually gets destroyed, and fire i dont like the fact melt armor has such a long cooldown, combining of the -resists wouldnt really be effective and would cut the damage down although i would gain resists, plus i hate being called 'Buff plz' in teams
lol (also the reason i missed out antidote
)
i do like the idea of detonator combined with smoke flash for damage however... but since i read its broken anyway maybe it wouldnt be such a good choice.
posion is very bad for multi target stuff (thats why i was suggesting the confuse proc for the tier 2 pets)
my mm is ninja/dark miasma (you get multitarget debuffs (tar patch) and extra pet (dark servant)) and he works really good -
a large majority of brutes usually are meant to be built like tanks
the most scrapper-like set a brute has is prolly super reflexes
willpower, fire, and maybe dark armor are other possibilities that could be build like a scrapper if thats what your looking for
yeah, for primary i dont know of a powerset that equates to spines (spines is one of those very unique sets) -
the purple pet set is decent (the chance for build up on the tier 2 pets is really nice for increasing DPS)
sovereign right set is uncommon/common lvl 50 pet set which most of the set bonuses add mez resist to you and has the 10% resist to pets (all but psi) if they are within supremacy range
edict of the master set is uncommon/common lower lvl set (dont remember it off my head), but the aura bonus is 5% to all defense
what you have for your build looks pretty good (although i very much disliked school of sharks when i tried it because you cant use it on flying enemies), poison trap for poison set is HORRIBLE compared to the poison trap for traps so you made a good choice with that
what you could also try to do is slot the pets with other sets that could help you, if your going for some resist, you could use slots on the genin to slot one of the kb sets that give both smash resist and kb protection
if you wanted some rech set bonus, you could slot your oni with basilisks gaze (4 of them) and a lockdown chance for +2 mag hold, then the oni and you could easily hold bosses (especially if you slotted the same thing in your paralytic poison) if you slotted in both the powers, you could have +15% rech (global) and can do up to a 10 mag hold (3 from your hold, 3 from oni hold, 2 from oni lockdown, and 2 from your lockdown), even without the lockdowns activating you can still do a mag 6 hold from both of you.
another possibility is using genin as some of an IO mule and slotting pet procs in them (the 3 mentioned above) and then fleshing it out a little, and putting the purple confuse proc in jounin (will make the blinding powder they use really effective) and then slotting them with a melee purple set (if you have the inf to afford it)
what you have is good for starting out though (like when your looking to upgrade to IOs) -
to help me make my ninjas stronger, i got a lot of the pet procs (soverign right resist bonus, edict of the master defense bonus) and those will help, especially if you have other things like manuevers to stack with.
about vengeance, no you cant use it on a dead henchy (otherwise masterminds would be insanely overpowered even moreso than they already are lol)
noxious gas is actually better when used on a higher tier henchmen such as tier 3 pet, on a ninja mm i would use it on the tier 2 pet since oni is mostly ranged dmg
power boost affects most mez types and it affects defense like that of maneuvers -
you can only rename mastermind pets, all other pets (ie phantasm, dark servant, ect) cant be renamed
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i dont know exactly how the power works in pvp, but against NPCs it gives the ninja a crit and the extra dmg from the crit do the dmg that ignores the targets resists
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Quote:i like this suggestion as well as the OPI would go absolutely nuts with something like this. I don't tend to accumulate or spend large amounts of inf on my characters, so I habitually frankenslot and therefore don't worry much about set bonuses anyway. But some power categories have absolutely awful selections of sets for frankenslotting (curse you targeted AoE!), so I would be estatic if I could create a 'generic' dam/end/rech for my TAoE powers, for example. I often run into times where the dual or triple aspect set IO I want for my frankenslotting just doesn't exist - mez/rech for non-hold sets, TAoE triples, dam/rech for pets, anything/rech in slow sets, etc.
To implement, I wouldn't make these separate drops. I would have these be made by combining crafted generics in a special interface (probably add to the crafting tables). Thus you don't need to add any new recipes, don't need to dilute the drop tables, and don't need to worry unduely about them being hard to find.
I wouldn't necessarily make them tied to a specific type of power, like melee acc/dam vs ranged acc/dam. There are already so many possible enhancement combos that subdividing them again by power type would lead to an absolutely ridiculous number of possible 'generic set' IOs - remember, these would presumably be tradable on the auction house, so there'd have to be listings for them. I would simply make it so that you can't slot a multi-aspect generic into a power unless the power can take *all* of the enhancement types the generic is made from. Thus you don't have to worry about people sneaking in enhancement types they're not supposed to.
being able to combine generic IOs into something that resembles a set IO without bonuses would be perfectly fine for me (as my main toon has everything memorized, so it wouldnt be too expensive to decently slot non-IO'd out toons) -
i tried making a whole map with just gears in it maybe 1-2 months after AE came out (was messing around with it lol), its HARD to fight those things on a map with dark background cause you cant hardly see them lol
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ninjas are similar to zombies in the fact they do better single target dmg vs AoE
i think the smoke flash works on any of your pets and gives them a crit that deals unresistable dmg (smoke flash is the unique power for ninjas like repair for robots or serum for mercs, ect)
with smoke flash and enough ninja mm's, you can actually kill RWZ practice dummies or if your solo you can kill civies in mayhem mishs (because smoke flash makes the ninja deal dmg that bypasses the targets resist) -
ah, well the build up powers still on a whole use the same animation, technically i concede and you are right, but i still dont think build up constitutes enough of a difference
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the best way to solve that is to put the bosses you only want to spawn one time into their own enemy groups with the same name as the ones you normally have, but add maybe an extra space at the end so its still technically different
then in the normal enemy group just add in a different boss that can appear regularly -
i dont really consider changing the order of the powers changing the powerset
what the OP was suggesting was a completely different list of powers than the current dark blast (nothing to do with the ordering, which again, is NOT creating a powerset with NEW powers in it)
if they changed the orders around, thats still the exact same power, just in a different slot on the list, again its background numbers (its not hard to change the order of sets, but it is A LOT more work to create brand spanking new powers) -
i know they arent 100% identical, but if you look at power lists they are identical
super reflexes has the same power list on scrappers and brutes, but on brutes they changed the AOE defense toggle to have a taunt component on it, look it up in the game if you dont believe me
what im saying is the powersets have the same powers, yes the effects/numbers are tweaked to balance it for the AT its on, but i never said they were 100% identical in every way, shape, and form. its easier for them to tweak numbers/base stats of powers than to completely redo the whole thing animation and everything -
Quote:i know 100% of proliferated powersets were EXACTLY like the original, but they didnt change muchThat's pretty much blatantly false. Good job looking at what has happened with actual proliferations.
elec melee directly ported to tankers while they just exchanged taunt for confront on scrappers (still using existing powers, but made it proper for the AT)
claws to brutes they just changed confront to taunt, again, taunt is another animation thats fairly generic between the sets
psi blast was directly ported from defenders to blasters
super reflexes ported directly from scrapper to brute, but they added a tiny taunt component to one of the toggles (again, a number thing, not having to do with making new power completely)
and i could go on with examples of no or very little difference in proliferation
i forsee the same thing happening with dark blast (the corruptor, defender, and blaster offensive sets ALL are essentially the same except for number values), the secondary for a dark blaster would probably be what they would have to make from scratch (like earth assault for dominators) -
Quote:if they did proliferate dark blast to blasters, they prolly wouldnt change it at all, cause if they did change it, it would be easier for them to change both the defender and corruptor versions so they were all using the same setThe only thing I changed was life drain. I figured that wouldn't be to balanced for blasters. Everything else is just moved around to match what tier of attack unlocks at what lvl for other blasters.
they gave dual pistols to all 3 ATs the same way, even though it doesnt have a build up or aim power, so blasters just got to deal with it, it would be less work for the devs to just directly proliferate dark blast if they wanted to do such -
it looks interesting, but why change dark blast if they could directly port it from either defenders or corruptors?
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Quote:clockwork gears can be placed in their own custom mob if you want (i once experimented with that and made a map with ONLY clockwork gears on it, although because of their size, they were ridiculously hard to see on the map i used lol)Interesting question. I needed an inconspicuous mob recently to serve as a dummy no-mobs "hostage", so that an actual encounter (a false rescue) would have the "victim" betray and attack immediately upon the surrounding spawn being defeated.
In case you're curious, you- Set up a Hostage Rescue event, set to Single, and make that a required event for mission completion. This will automatically be judged as complete when the players enter the mission.
- Create your Ally or Escort event, using the mob you want to make betray and fight you immediately after "rescue"; and
- Set the Ally/Escort rescue event for the Event of Betrayal being the Hostage Rescue. Since the Hostage Rescue always auto completes, the Betrayal will always take place.
The same technique can be used to spawn ambushes that attack the player immediately upon mission entry.
Can clockwork gears be added directly as mobs? They might be the least conspicuous. -
this is list i would rank (top is smallest)
- clockwork gears
- rikti monkeys
- redcaps
- fir bolg minions
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Quote:the mystic fortune buff doesnt go away when you die though, yes it temporarily stops affecting your toon when your dead, but when you rez it plays the animation like it regives the power to your toon, the buff lasts 20 min through death, so unless your dead for 20 min then the buff doesnt go awayI'm not convinced that's the problem.. Here's why...
First, a [Mystic Fortune] buff instantly wears off when you die. There is no need for the animation to play when you Rez.
Second, [Dark Extraction] used by a Warshade uses a dead enemy to summon a Nictus Essence. The Enemy targeted used to play the same Rez animation, and then fall back down to the ground when the Nictus came out. The foe no longer uses the Rez animation either. It looks like it starts to move, but then plops to the ground again way before the Nictus ever appears.
Also, [Rise of the Phoenix] animation no longer plays that part of the Rez animation as well.
and i dont assume thats the only issue, i know there are some powers that have altered or non-animating rezzes (poeple rezzed by howling twilight for example)

