Neogumbercules

Legend
  • Posts

    1119
  • Joined

  1. Thanks for the input so far everybody! Keep it rolling.
  2. The thing I dislike the most about this power is the animation as well. The pulsing is annoying. If it was more like a continuous venting of flames, sorta how like Lightning Field is a continuous flow of electricity, it would be way better.
  3. Quote:
    Originally Posted by Reppu View Post
    "Working as intended" doesn't automatically mean "Smart Design Choice" =P!
    Agreed! I'll stick it in the suggestions section.
  4. Just a quick programming note:

    I may move things around. For example, Redlynne stated the Jounin crit issue under Henchmen AI issues. I'm not so sure that's an AI problem. Technically the crappy power critting from Hide is working right. It's just a sucky, undesirable effect. Therefore I put it in the suggestions section. If I get enough people telling me otherwise, I'd be happy to move things from one section to another.

    Also, I may miss things. That's not because I'm a big mean jerk. If you post something and I don't see it, don't assume I don't love you. Feel free to remind me if I miss something, especially if you're updating an old post rather than posting a new one.
  5. Quote:
    Originally Posted by Reppu View Post
    It may be noteworthy to note, in Invention Enhancements, that Mastermind pets (from what I've read) do not benefit from set bonuses at all.
    Unfortunately I'm pretty sure this is very much working as intended, though I can add it to the suggestions list if you want.
  6. Mastermind Consolidated Issues and Problems

    **Issues that have been changed to red text have been solved or otherwise fixed.**

    General Archetype Issues


    General Archetype Balance Issues:


    An also overall issue is with Melee Pets having the same, if not arguably less, survivability as Ranged Pets. This makes it extremely difficult for Mastermind's to contribute in increasingly difficult "Incarnate" content, where your pets are -3(4), -4(5), or -5(6) levels to the enemy, and getting instant-killed when an AoE is fired off. -Reppu *This issue has been solved. MM Henchmen now accept the level shifts of the owner.

    Even when level shifted, Mastermind Henchmen are obliterated by the level 54+ incarnate content. This severely reduces the effectiveness of the Mastermind primary in any Incarnate level situation. -Neogumbercules *See above

    The removal of allowing recharge to affect henchmen in any way severely reduced their effectiveness in all situations and has not seemingly solved any of the AI problems it was supposed to fix. It has also had the effect of making the entire Spiritual Alpha tree almost useless for a Mastermind -Neogumbercules

    General Archetype Bugs and Glitches:

    Damage resist values in the Henchmen's "real numbers" window are incorrectly displayed due to a bug that counts damage resist and damage bonus as the same value -Multiple users

    Summoning any pet like Dark Servant or FFG after re-summoning a defeated and upgraded henchmen will automatically apply both pet upgrades to the fresh Henchmen. -Multiple users.

    On zoning, there remains a chance that your henchmen will not respond to /pet commands (e.g. this includes /petcomall dismiss) and the only solution is to rezone, or use /releasepets and resummon -Master Zaprobo

    I've read that one reason ranged pets will close into melee is because they run out of ranged attacks, so the AI tells them to run into melee. Since some ranged pets don't have access to melee attacks, recharge values should be adjusted accordingly so that ranged based pets will always have something ready to use to help prevent this AI bug. -Neogumbercules

    Some proc effects are listed incorrectly as Pet Healing Channel output, rather than as a more general Pet Channel. Please resolve. -Master Zaprobo

    Some sets can slot the recharge intensive auras and some can't. -ChaosExMachina

    Currently, any "petsay <emote x>" issued in a bind will fail to parse correctly, and just output as speech by the henchmen. Macros are currently fine. -Master Zaprobo

    General Archetype Henchmen AI Issues:

    There's a pretty severe AI issue that's cropped up recently. It was reported in This Thread but basically MM pets will charge some of the AVs in incarnate trials and some missions. Specifically they will run back and forth as if they can't decide if they want to charge the AV, then eventually they will charge. It's confirmed for Lambda, BAF, and the final mission of the Tin Mage Task Force. In my experience setting them to passive will keep them in line, but others have reported that even that didn't work. -Zaloopa

    I'm unsure if this is Necromancy-specific, but the first and second pets (Zombies, Grave Knights) are primarily Melee, and there are several enemies in the game which seem to glitch their behavior. Pop-up turrets, vault doors, the computer in the ITF.. just off the top of my head. They can't figure out how to get close enough to it to melee, so they just stand there when ordered to attack it and use what attacks they can. -Virusman


    Henchmen will often run into melee range for no reason. Even if no melee attack is present, or the henchmen is considered a ranged critter, such as the Protector Bot. -Neogumbercules

    Certain static AoE damage patches will cause henchman AI to go crazy and run randomly across the map. When this happens they will fail to respond to any command for a short period (except /petcomall passive stay). This is most apparent with the damage patch left by dying Rikti Monkeys. Master Zaprobo

    Henchmen flee in terror from a friendly burning Oil Slick Arrow. -Neogumbercules

    Pet AI has rendered ranged pets completely pants-on-head retarded. -Nalrok Athzim

    Masterminds will cause the Avoid flag to permanently hit enemies. Multiple videos have proven this. The best example was described by Techbot Alpha; a situation where he attacked a melee EB once and waited for 20 minutes as it ran around the map in fear. -Nalrok Athzim

    If you take damage equal or greater than your current health, and you're not at full health, the damage doesn't have the chance to be split between your minions before you die. -Virusman
    ______________________________________

    Primary Specific Issues and Problems

    Beast Mastery -

    Beast Mastery Balance Issues:

    Tier 1 Wolves + Alpha Wolf: Need an additional low-cooldown attack so they do not have a 33% 'idle period' time.
    Tier 2 Lionesses: Need an additional low-cooldown attack so they do not have a 33% 'idle period' time.
    Tier 3 Dire Wolf: Needs an additional low-cooldown attack (or two) so it does not have a 33% 'idle period' time. -Reppu

    Fortify Pack: Change the +Regen to +Max HP, perhaps 10% base +1% per stack, to a maximum of un-enhanced +20% Max HP for it's duration. A superior metric than +Regen on low-HP pets. -Reppu

    Beast Mastery Bugs and Glitches:

    Lioness's Lion's Roar don't stack with each other. -Everfree_Fire (Not sure if this was for balance or a bug, so I'll put it here for now.

    Beast Mastery Henchmen AI Issues:

    ____


    Demon Summoning -


    Demon Summoning Balance Issues:


    Demon endurance issues are absurd. -Nalrok Athzim

    None of Demon Prince's power have a recharge lower than 8 seconds, leaving him idling for a more than a few seconds even with both power upgrades. Reducing recharge time of at least Ice Blast will help him to have a smoother attack chain. -AzureHaze

    Demon Summoning Bugs and Glitches:

    Demon Prince - Frozen Aura. This power is a PBAoE damaging attack with a sleep side effect. It does not accept Pet Damage sets despite the fact that it is a pet damage power. It should accept Pet Damage sets as well as Sleep sets. -StratoNexus

    Demon Summoning Henchmen AI Issues:

    Sometimes the second tier pets will delay responding to commands such as follow/passive -Mega Jaime

    ____

    Mercenaries -


    Mercenaries Balance Issues:

    Spec Ops control abilities are on extremely long timers. Recent recharge changes make them extremely unpredictable, uncontrollable, and they are often used at the least opportune time. - Neogumbercules

    Spec Ops Stealth provides little to no benefit for them. -Neogumbercules

    Serum has a far too high recharge than it justifies. It's effects are far too small to be worth the power pick, especially compared against the other "special abilities" that the other primaries get, such as Gang War or Repair. -Neogumbercules

    The Commando does entirely too much knockback, detrimental to the already-thin cones of the rest of your henchmen. -Nalrok Athzim

    The summoning animation for Mercs is the longest summon animation in the game. -Nakrok Athzim

    Mercenaries Bugs and Glitches:



    Mercenaries Henchmen AI Issues:

    The Medic prefers melee range 100% of the time. He is the first to run in and the first to die. -Nalrok Athzim
    ____

    Necromancy -


    Necromancy Balance Issues:



    Necromancy Bugs and Glitches:

    In situations where there are lots, and lots of enemies around (Very noticeable in ITF), Soul Extraction will sometimes just flat out not work. -Dageoffant

    I've had situations where the Spirit raised with Soul Extraction will totally ignore orders for the first 30 seconds or so of being summoned. No idea what causes it. Seems to be random. -Dageoffant

    Soul Extraction: It can go off non-necromancy entities with absolutely no effect but still prompting its cooldown. Case in point; Oil Slick. I had set it on fire, and by misclicking (well mouse has been funky lately, the click on me targetting a Grave Knight did not go through) and firing off Soul Extraction while still having the (now dead) Oil Slick targeted. It's a minor bug no doubt (in 50 levels I just encountered it today through user error), but it shows a lack of polish. Thankfully the pets from Traps don't stick around after expiring. -Rikis

    Necromancy Henchmen AI Issues:

    Grave Knights will occasionally go into phases where they will just stand in the back and spam Dark Blast/Gloom, and never use any of thier sword attacks. This seems to happen most often when they have Enchant Undead, but not Dark Empowerment. -Dageoffant

    Zombies will do the same, but with Projectile Vomit. Doesn't happen as often, though. -Dageoffant

    All pets seem to treat Life Drain as an attack, not as a heal. Meaning they often use it at full HP, making their self-heal all but irrelevant, and severely hurting their survivability, which is supposed to be one of Necro's strong points. -Dageoffant


    ____
    Ninjas -


    Ninjas Balance Issues:

    Ninja Genin and Jounin are melee oriented pets with exceptionally worthless Defense values (7.5% and 12.5%, respectively) which CANNOT be improved by slotting of their respective powers. This makes them excessively squishy in melee combat, especially since they cannot partake of any of the Global Set Bonuses of their Mastermind. -Redlynne

    Ninjas Bugs and Glitches:

    Oni accepts Knockback IO sets despite not having any Knockback abilities. He does not accept Hold sets or Immobilize sets, despite having both Hold and Immobilize abilities - Jibakao

    Caltrops and Rain of Fire should be able to last the entire length of the power duration as long as the pet survives, not just when an enemy dies.These powers can be wasted on a minion mob within a few seconds and causes a player to exit bodyguard mode to direct pets to attack the an enemy that will last the longest. -AzureHaze

    Ninjas Henchmen AI Issues:

    All I can say is that ninjas are incredibly stupid, even for the current AI. -Nalrok Athzim
    ____
    Robotics -


    Robotics Balance Issues:

    The animation times for Robotics are the longest of all pets. Full Auto Laser for Battle Bots takes a total of 6.33 seconds as well as flamethrower for Assault Bot which is also 6.33 seconds. Heavy Laser Burst is listed as 2 second activation time for Protector Bots, but 3.33 seconds for Battle Bots, especially in the early levels, matching the Battle Bot animation time with protector bots will help early level DPS. AzureHaze

    Robotics, balance issue: Protector Bots potentially stack up to mag 14 AoE stun: 2x photon grenade, 8x photon seekers. That's on top of having two single-target heals and granting extremely high +def(all) to every pet and to the mastermind. -InfamousBrad

    Robotics Bugs and Glitches:

    A recent change to Burn inadvertently altered the Assault Bot Incendiary Swarm Missile burn patch. It now deals less damage and ticks much slower. -Neogumbercules

    sometimes summoning Dark Servant animation will get replaced with Robotic upgrade animation - EDIT: this actually may be a result of the upgrade bug -Scene EU

    Robotics Henchmen AI Issues:


    ____
    Thugs -


    Thugs Balance Issues:



    Thugs Bugs and Glitches:

    Animations for the Enforcer's Uzi's are bugged like crazy. Almost every animation is broken. When the Enforcer lifts his left uzi and fires, the one he's not using shows muzzle flash. When he fires both at the same time, only one of them shows muzzle flash. When he raises one sideways, it only flashes twice. The animation team needs to check in to that. -Nalrok Athzim

    Thugs Henchmen AI Issues:

    The Thugs Bruiser still favors Hurl over any other attack. He is so much more effective as a melee pet, and has much more effective attacks that he should use first. In fact he really doesn't need a ranged attack. -Dromio

    The Arsonist tends to run to point blank range to use his spit fire. I can't find any stats on this power, but if it was given a longer range and/or the Arsonist was set to use it at the edge of its range rather than at point blank it would do a lot for keeping the Arsonist alive. -Dromio


    ______________________________________

    Secondary Specific Issues and Problems

    Dark Miasma -


    Dark Miasma Balance Issues:

    Dark Servant has double the recharge of the Defender and Corrupter version of this power. This was due in part to the original designers seemingly being afraid of overpowering MMs (balance decisions to this point were made all over the place for MMs). With the upcoming change to Twilight Grasp to bring it in line with the other versions of this power, Dark Servant should get it's original recharge value for Masterminds. I think at this point it's exceedingly clear that Masterminds are far from being overpowered (especially in the end-game incarnate content) compared to what many other ATs/builds can accomplish, and should no longer be unfairly penalized with the long recharge on Dark Servant. -Neogumbercules

    Dark Servant should be able to accept Recharge Intensive set IOs. That is especially true for MMs because of the above issue. -Neogumbercules

    Dark Miasma Bugs and Glitches:

    Casting Howling Twilight when having Seconadry Mutation running will often fire off the sound effect to Secondary Mutation. -Scene EU

    Dark Miasma (may be others but not sure): Summoning DS after a pet has died and is resummoned can fully upgrade all pets with both tier upgrades -Scene EU
    ____
    Force Field -

    Force Field Balance Issues:



    Force Field Bugs and Glitches:


    ____
    Pain Domination -

    Pain Domination Balance Issues:



    Pain Domination Bugs and Glitches:


    ____
    Poison -

    Poison Balance Issues:

    -Poison trap for /Poison Masterminds has been voted the most useless power in the entire game. It takes five seconds to place and is interrupt able for four of those seconds. When it fires off it puts foes to sleep and drain's their endurance and holds them. Except the endurance drain is only a percentage chance and does not always hit and the drain itself is small. Likewise the hold chance is almost non-existent and in a packed group of sixteen on average no more than two mobs will be held. -CptAdder **This power is being buffed in I21. It will now be a much more reliable control power.

    The single-target debuffs have similar values to aoe debuffs in other sets, despite being far more limited in application. -Seldom* This is being addressed in I21. The ST debuffs in Poison are being made AoEs. The initial target will be debuffed fully. The foes affected by the AoE portion will also be debuffed, but only by half as much as the initial target.

    Noxious gas has a very long recharge and short duration, despite being a close-range pet-dependent aura at level 38. -Seldom

    Poison Bugs and Glitches:

    Poison, bug: Noxious Gas doesn't display the Real Numbers values for the pseudo-pet it creates, making the Real Numbers info display for the power completely useless. -InfamousBrad

    ____
    Storm Summoning -

    Storm Summoning Balance Issues:



    Storm Summoning Bugs and Glitches:


    ____
    Thermal Radiation -

    Thermal Radiation Balance Issues:



    Thermal Radiation Bugs and Glitches:


    ____
    Traps -

    Traps Balance Issues:

    (Detonator) Where to start? Ok, first off damage and accuracy enhancements in it do absolutely nothing. Secondly it behaves inconsistently between different sets. Near as I can tell (based on testing by myself and another forum poster) the power counts as being cast from your pet if you have non-human henchmen (meaning it uses their damage scale and level for damage) but is a fixed damage pseudo-pet if cast from a human-pet set (it might also be summoned at your level for human pets but I'd like more evidence on that before I could say and I don't have a human pet MM to test with). - Adeon Hawkwood

    Detonator: This power needs to be rebalanced with consideration given to the amount of endurance now needed to cast it. The Upgrade powers now cost a lot more endurance. This is in addition to its other issues. -Bronze Knight

    Traps Bugs and Glitches:

    Acid Mortar has an undocumented "Avoid" effect that it applies to enemies. Whether this is a morale breaking event, or an actual avoid is unknown to me. In either case, enemies hit by the Acid Mortar will often flee all over the map. -Neogumbercules

    Mastermind Acid Mortar takes Targeted AoE Damage sets while the Defender/Corruptor version takes Ranged Damage sets (no clue which is considered "correct" but it's definitely an inconsistency) -Adeon Hawkwood

    ____
    Trick Arrow -

    Trick Arrow Balance Issues:



    Trick Arrow Bugs and Glitches:

    Pets treat your Oil Slick fire as an enemy effect, sending them fleeing in terror. -Rikis

    ______________________________________

    Ancillary, Patron and Regular Power Pool Issues and Problems

    Power Pool -

    Power Pool Balance Issues:

    Masterminds get extremely poor value from the Leadership Pool, when arguably they ought to be among the best. -Redlynne

    Power Pool Bugs and Glitches:


    ____

    Patron Pool -

    Patron Pool Balance Issues:



    Patron Pool Bugs and Glitches:


    ____

    Ancillary Pool -

    Ancillary Pool Balance Issues:



    Ancillary Pool Bugs and Glitches:

    Field Mastery - Temporary Invulnerability
    Description and right clicking the icon in the power bar correctly states that it only provides smashing and lethal resistance. Detailed info and the Enhancement screen say it provides resistance to ALL damage
    "46.52% (30.00%) resistance to all damage on self"
    "All damage resistance: BV: 30.00% V: 46.52%(55.1%)" -The Grim Heaper

    ______________________________________


    Enhancement and Invented Enhancement Issues and Problems


    Enhancement and Invented Enhancement Balance Issues:



    Enhancement and Invented Enhancement Bugs and Glitches:


    Despite many henchmen only taking Pet Sets, these enhancements will not always apply to all the powers an individual henchman has. This is most apparent with endurance issues - like with Protector Bots (post-32 upgrade) -Master Zaprobo

    Field Mastery - Energy Torrent (Allowed Enhancements Set Categories)
    Energy torrent does not list any Endurance modification abilities, but takes end mod sets.
    Energy torrent does, however, have a chance of knockdown (low mag knockback) in the power, but takes no knockback sets. -The Grim Heaper


    ______________________________________

    User Submitted Suggestions and Ideas

    The devs should re-evaluate the decision, and balance implications of, Mastermind Secondary powers requiring 50% more endurance than other ATs using the same powers. -Neogumbercules

    Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) "disabled" while they are in Hidden status. As matters stand, without direct player intervention to position them exactly where they NEED to be, Jounin will ALWAYS attack from Hidden status using their Poison Dart ... the most pathetically worthless damaging power they have, WASTING their automatic Critical Hit from Hidden status. -Redlynne

    Masterminds ought to be at least on par with Controllers in terms of buff multipliers for Leadership Powers ... if not on par with Defenders. -Redlynne

    The Devs should consider making it possible for ALL Mastermind Pet powers to accept Recharge Intensive Pet Sets. -Redlynne

    Allow Ninja Genin to cast Grant Invisibility to Ninja Pets (and their Mastermind?) when upgraded with Kuji-in Zen (level 32 power). Even suppressed, this would add to their (pitiful) baseline Defense ... which they desperately need. -Redlynne

    Masterminds should also, for similar reasons, be THE "go to" archetype for Presence Pool effectiveness. Conceptually speaking, Masterminds ought to have increased effectiveness/strength with all Presence Pool powers. That means increased Duration on Taunt powers ... and reduced Recharge plus increased Duration on Fear powers, making it (more) possible for Masterminds to chain Fear attacks using the Presence Pool. -Redlynne

    Allowing Henchmen to benefit from the Mastermind's set bonuses in some capacity should be considered. -Reppu

    Recharge effects should be unblocked from Henchmen, and then the devs should go through each MM primary and re-evaluate the recharge of each individual power to adjust them accordingly to maintain balance. -Neogumbercules

    Some more detailed pet commands wolud be nice. Something along the lines of "Assist <team member>", wherein pets would attack whatever said team member attacked wolud be nice. -Dageoffant

    The (Spec Ops) Flashbang Grenade once caused my best friend to have a mild seizure. The graphical effect of that power needs to be seriously toned down; for each enemy it hits it emits an explosion of light similar to activating Domination. In a full x8 spawn, this can be literally blinding. -Nalrok Athzim

    (Demons) Shut up shut up SHUT UP! PLEASE reduce the freaking noise. All I ever hear is "snort snort snort snurff snargle ROAAAWWWRD GLUUUURRRAAAAAAHH grumble rorgh snurgt". It's too much, and has been complained about since they were implemented. -Nalrok Athzim

    Demon attacks need to be less flashy (see the Merc Flashbang issue). Every attack makes a large, bright 'pop' of light when it lands, save for the Demon Prince. -Nalrok Athzim

    The Arsonist's burn patches need to be changed to not cause fear, especially with the current mob AI. The moment one of those things spawns every enemy hit by it will run. For ten minutes at a time. -Nalrok Athzim

    All IO enhancement aspects should apply to all aspects of every power. Example: An IO with endurance reduction should apply that reduction to ALL of that henchman's powers regardless of what kind of set it is. The best example is how slotting a Slow set into Summon Demons will only enhance the Cold Demonling. That, regardless of how sets work, is extremely inconvenient and can almost be considered broken. -Nalrok Athzim

    Give us /Sonic, and /Cold. There's no reason not to. -Nalrok Athzim

    All Ninjas should have the SR passives Agile, Dodge, and Lucky and some form of either status protection or status resistance. -Zamuel

    Give Jounin and/or Oni with the Kuji In Zen upgrade some variant of Maneuvers then allow it to be slottable for Defense. -Zamuel

    In a contrasting idea, instead of granting Maneuvers for survivability, give them Nemesis style Vengeance so they can take advantage of each other's deaths. -Zamuel

    Replace the secondary Shuriken that the Genin gain from Train Ninjas with Crippling Axe Kick. Not only should this help their AI for preferring melee, the immob + flight and speed debuffs should act as a soft control to keep enemies from running away. -Zamuel

    Genin and Jounin can accept normal run speed enhancements but not Run speed IO sets. They should be allowed to slot Run and/or Universal Travel sets. -Zamuel

    Genin do not have a visual change when Train Ninjas is applied. Some form of visual indication should be added, even if it's just one of the two added with the Kuji In Zen upgrade (headband or face mask). -Zamuel

    Increase the range of the Medic's Medkit and Stimulant powers so he does not need to approach melee range. -Zamuel

    Replace the Medic's Brawl with Beanbag. Not only should this help keep him out of melee range, the stun should synergize with the Spec Ops' controls. -Zamuel

    On the topic of commands: As was mentioned before Stay should mean STAY. -Comicsluvr

    The pet's response to virtually any form of location damage like Caltrops or Burn is insane. I believe tha degree of Fear caused by such attacks should be proportional to their damage. A maxed-out Burn patch can kill a pet so they SHOULD run but one layer of Caltrops should not cause them to try to flee despite being attacked. -Comicsluvr

    In the ITF pets running around outside might run far outside of Supremacy range and then promptly die. Pets should NEVER leave Supremacy range unless told to do so by the MM or told to Stay and the MM moves away. -Comicsluvr

    Give us some form of Radiation even if it means removing AM. -Comicsluvr

    Re-applying defenses from Force Field or Thermal can be very tedious. An MM with 6 pets might not want to buff the team he's on after buffing 6 Pets. Perhaps a mechanic like what is used on the Pet Empowerment powers could be used. What I mean is, buffing the team would have to be done individually as always but buffing the pets could be done once. Maybe with an AoE so stray pets are left out. -Comicsluvr

    How about give the poison debuffs a Chance for Infection? Similar to the contagious confusion proc. Each time it hits someone, it casts an aoe, possibly effecting mobs close by with the debuff, maybe in a slightly weakened way. This would go a huge distance to correcting the main issue I found when playing my poison MM...the lack of aoe debuffing and control. -MisterD

    Making repair capable of a rez would further distinguish robotics as a defensive set - ChaosExMachina

    Serum not only adds a buff but equips a henchman with a gun drone -ChaosExMachina

    Letting weak recruit ninjas use the stealth of the ninja smoke bomb to spawn and assist their master -ChaosExMachina

    Give tier 1 henchmen for high level MM's an abnormally high HP for their level, and perhaps balance it by giving them less damage. It gets tiresome resummoning all the the time if every boss AOE is going to wipe out your entire first tier of pets. -Berzerker NA

    MM's Should get Munitions mastery. -Bronze Knight

    Mercs Spec-Ops should lose their stealth and get Leadership: Assault. -Bronze Knight

    Give MM's a power or slash command that places an immobilize effect on their own pets. Maybe the AI can't be fixed easily, but it doesn't matter what the AI wants to do if the AI is powerless to do it anyway. -Berzerker NA

    Make pets non collision type for team members only or make collision between pets and PCs favor PC instead of pet -Raw NRG

    Give MMs the option to use ST versions of the upgrades if needed. -MisterD

    I would like to see Bodyguard extended to defensive stay, so that if the MM wants to grab aggro and not get their pets blasted by an aoe, they can do so. I would also like to see bodyguard extended to defensive attack, allowing us to concentrate our pets firepower on 1 target without risking death. -AzureHaze
  7. This is going to require the help of the Mastermind players who post here. I haven't played every MM combo out there nor am I aware of every issue that plagues this beleaguered yet still awesome AT.

    So this first post is going to be a call to the community.

    Please post any issues that fit the categories that I will outline below. Feel free to suggest more categories as well.

    • I will update the main post periodically to add as much as I can to the list.
    • Feel free to make formatting suggestions for my post. This is my first time doing this, so I'm open to suggestions.


    I'd like to keep the arguing and debate to a minimum. While I don't want to discourage discussion, I also don't want the thread to go down in a flame war or get mired down in BS.

    So without further ado...
  8. Elec Blast would be a fairly good set if Voltaic Sentinel were actually any good. As it stands, it's got nothing special going for it.

    The damage is lackluster and the secondary effect, as the first reply said, is not all that useful. The best thing about it is the animation on Thunderous Blast.
  9. I've gone over your build real quick FreakofFate. You seem to be hitting the numbers on set bonuses, but you're way off on enhancement slotting.

    You've got no damage in your Demons or your Prince. I assume you're slotting Red Fortunes to make up for the cost difference since you're not aiming for HP/Regen that you get from slotting more LotG IOs. That's reasonable. In the build I provide below I went with LotG because I like to make the colors match :P

    It's 2AM where I am so I don't have the energy to go through and work it out. I'll come back later and try to come up with a solid DS/DM build since I'm actually leveling one myself and need to get around to making a build.


    Ok, couldn't go to bed before getting it off my mind! :P

    Note: I haven't chosen an Alpha slot. I'm leaning towards musculature. With Core Paragon you'll get more damage in all of your attacks. You can get stacked Tar Patch for lots of -res. The way I see it, skipping the attacks frees up powers and slots for the Fighting + Leadership pool. That makes it easier to get defense, which in turn makes it easier to slot recharge. THAT in turn makes Tar Patch come back a lot faster. This allows you to stack it for a longer period of time, or always have it ready when you need it. Since Tar Patch is about 300x better than the whip attacks, it's a no brainer to me. If I'm considering everything correctly, you should be providing about 20% defense to your henchmen. Your two big to-hit debuff powers will floor any normal enemy's chance to hit you. You're not quite in perma-hasten territory, but that's ok. You have MORE than enough recharge. The spiritual alpha would be a complete waste of time since your pets don't benefit from the recharge component. One shot from Fearsome Stare or Darkest Night will floor your target's chance to hit you. Dark Servant is slotted for enhancement value more than anything. He's got good boosts in everything he does that matters. Enjoy!

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(7), BldM'dt-Acc/Dmg/EndRdx(9), BldM'dt-Acc(23), BldM'dt-Dmg(42)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Rchg(23), SipInsght-Acc/Rchg(31)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(34)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(5), DarkWD-ToHitdeb/Rchg/EndRdx(5), DarkWD-ToHitDeb/EndRdx(33)
    Level 6: Enchant Demon -- EndRdx-I(A), EndRdx-I(46)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Howling Twilight -- Amaze-Stun(A), Amaze-Stun/Rchg(11), Amaze-Acc/Stun/Rchg(11), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37)
    Level 12: Summon Demons -- BldM'dt-Dmg(A), BldM'dt-Acc/Dmg(13), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(15), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(43)
    Level 14: Boxing -- Empty(A)
    Level 16: Shadow Fall -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Rchg+(17)
    Level 18: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(37), EdctM'r-PetDef(37), C'Arms-+Def(Pets)(40)
    Level 20: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(21), SipInsght-Acc/Rchg(21), SipInsght-ToHitDeb/EndRdx/Rchg(33), SipInsght-Acc/EndRdx/Rchg(33)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(31), BldM'dt-Dmg(43)
    Level 28: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(46)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Dark Servant -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(39), Mrcl-Heal/Rchg(39), Mrcl-Heal(39), G'Wdw-Acc/Hold/Rchg(40), G'Wdw-Hold/Rng(40)
    Level 41: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(42), LkGmblr-Rchg+(42)
    Level 44: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
    Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
    Level 49: Web Cocoon -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50), BasGaze-Rchg/Hold(50)
    Level 50: Musculature Core Paragon Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), P'Shift-EndMod/Rchg(19)
  10. I decided on my Elec/FA scrapper to ignore defense and go all out on recharge. BU>FE>LR>Burn>Fire Ball is enough to kill everything. Everything. Ok, maybe there will be some bosses left over, but since the FE buff lasts longer than Build Up you can lay down a Thunder Strike and some ST attacks (I suggest Gloom since you're on a Brute) to finish off the survivors.

    Feel free to build the way you want, but IMO the strength of Elec/Fire is getting those AoEs to recharge as fast as humanly possible. A dead spawn can't fight back and you end up having to make so many build concessions on an elec/fire to build for defense it starts to not be worth it anymore.

    Here's a somewhat expensive build for you to consider. Power choices and slotting are pretty solid. It's perma-hasten with the Spiritual Core Paragon.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(3), FtnHyp-Acc/Sleep/Rchg(7), FtnHyp-Acc/Rchg(39), FtnHyp-Sleep/EndRdx(40)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 4: Healing Flames -- Mrcl-Heal(A), Mrcl-Heal/Rchg(5), Mrcl-Heal/EndRdx/Rchg(5), Mrcl-EndRdx/Rchg(37)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 10: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(37)
    Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
    Level 20: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(43), Erad-Dmg/Rchg(46)
    Level 22: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(23), Sciroc-Dmg/Rchg(23), Sciroc-Acc/Rchg(39), Sciroc-Acc/Dmg/EndRdx(40)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
    Level 30: Super Jump -- Empty(A)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
  11. Veng won't work on a henchmen unfortunately.

    As for what to build for...

    Well you want your pets to be a survivable as possible. So first thing you wanna do is make sure you take maneuvers and shadow fall and slot them for as much defense as possible. You should also get all of the defensive and resist uniques from the Pet Damage IO sets. By combing your extremely good to-hit debuffing with some defense, you can get your pets to be very, very survivable.

    You also want to be tough as nails, and you can accomplish that by taking Scorpion Shield and Weave on top of everything else. Those two shields with the 3% Steadfast and some easy slotting can get you to the S/L soft-cap really easy, and not far off from the E soft-cap. Fearsome Stare and Darkest Night will make up the difference for everything else.

    Regen is no good for a MM. Your HP is so low that the regen rate would be terrible.

    Finally, you want a lot of recharge. As a DM, you are gonna rely on keeping the enemies debuffed all of the time. Additionally, Dark Servent has double the normal recharge for MMs. With enough recharge you can stack Tar Patch and keep Fearsome Stare and Twilight Grasp firing off constantly.

    Howling Twilight: This power is more than just a rez. It is an AUTO-HIT AoE stun and big -regen debuff. You wanna use this the same way a Fire Control user would use Flashfire. Taking out every minion in a group is a pretty big deal. Also, there's nothing quite as satisfying as rezzing your whole team with 1 power.

    Fearsome Stare: Slot this for to-hit debuff. The debuff in this power is as strong as Darkest Night and you can toss it out with complete safety. Fear Duration isn't very useful because you only need it to last long enough to cast Tar Patch and Darkest Night, which only takes a few seconds.

    Twilight Grasp: This is your big heal. It also has a small -regen debuff. You may notice the healing radius is pathetically small. That is true, but in issue 20 it's being increased to a 20ft radius to make it even with other ATs.

    Blackhole: Crap. Skip it.

    Petrifying Gaze: This power isn't that great, but you can slot it with a set of Basilisk's Gaze, which for 4 slots will give you 7.5% recharge and good defense to E/NE and Ranged.

    I don't really have a full DS/DM build to post but I'll just say to keep an eye out for sets that give you extra defense and recharge. Dark Watcher's Despair, Siphon Insight, Basilisk's Gaze, Blood Mandate, Call to Arms, Trap of the Hunter to name a few. Also, don't be afraid to slot cheap purple sets. Absolute Amazement can be slotted into Howling Twilight and Gravitational Anchor could go into a Patron AoE Immob like Web Envelope. With 3 Blood Mandates and all of those Basilisk's Gaze sets you will have really good Ranged, AoE, Energy and Negative Energy defense.


    Finally, if power gaming is your thing, Demons are great at it, but Thugs are too. Better, actually. Thugs tier 2 henchmen get a version of Leadership that provides something like 20% defense (when slotted) to all of your henchmen. That makes it A LOT easier to soft-cap them.

    Not saying demons aren't good. They are. If you wanna roll Demons then you won't be disappointed. Just throwing out suggestions/ideas for ya.
  12. FM/SD is amazing. I achieved 250dps on a non-recharge, poorly optimized, cheaply slapped together soft-cap build against a Pylon. Not too shabby.

    The only thing I can say against it is it does tend to get a little boring after a while. You're a really one-dimensional character. Run in, Shield Charge, FSC, Fireball. You don't really do much else...
  13. AR works best with something that can do everything from range. Storm fits that bill nicely. You can use Freezing Rain then while the enemies are flopping around you'll have plenty of time to stand there with all of your long *** DoTs. Just be careful not to knock things out of your own rain.
  14. Neogumbercules

    Trapdoor

    I really don't understand all the difficulty people are having with this guy. I've fought him several times so far and haven't been defeated once. This was on multiple ATs, not all of which are are considered super powerful.

    My strategy has always been to take 3 purples and 17 red. Set the diff to -1x1 and run past everything till you get to trapdoor. Eat all your skittles and jump in with your strongest attacks. When he splits, tab target the clone, kill it with like 2 hits, then run back to trapdoor and finish him off.

    Easy Peasy!
  15. Quote:
    But I'd much rather they just fixed the bloody AI, long before some stupid cosmetic changes happened. Thanks.
    I'm down with both, though I lean more towards customization than AI fixes. In that case, customization would probably be easier. That doesn't mean they are mutually exclusive.

    It's been a long time since MMs got any kind of patches, bug fixes, balance tweaks, or anything of that nature. I think it's long overdue.

    AFAIK, they still haven't fixed the broken burn patches from the AssBot's incendiary swarm missiles.
  16. I wasn't taking a jab at you. And as to your example, how can you know that is how it works?
  17. Um, Reppu. This game can handle vast amounts of characters with it's normal bandwidth. Ever play an AE ambush map? Ever gather in a location with a large number of other players, like a costume contest or something similar? The only things I've seen lag this game due to sheer numbers of entities on screen are the ITF or a Mothership Raid, or something of that scale.

    Ignoring the actual work the devs would have to put in to enable such a thing, the amount of work the server does wouldn't actually change.

    Right now a MM with his henchmen come into view and the server tells your client to display the models/costume pieces that are already on your hard drive.

    With such a change, a MM with his henchmen would come into view and the server tells your client to display the models/costume pieces that are already on your hard drive.

    The only difference is the code the server sends, which wouldn't be any more complicated than the costume data that is sent between clients for regular player costumes or custom AE enemies, or anything else. Things the servers are already fully capable of.

    Also, while certain costume pieces can be more graphically complicated than others, it's not enough to make an appreciable difference in your performance.

    Are you sure you're not just confusing your own computer lag with server lag?
  18. Neogumbercules

    Best AoE

    Hate to sound like I'm marching to the drum beat, but Fire/Kin controllers and SS/Fire/Mu Brutes are the best AoE dealers I've played. The Brute is just amazing with the amount of sustained AoE he can unleash.

    I've also got an Elec/Fire/Fire scrapper. While the burst AoE damage he can do is almost unmatched by anything in the game, he doesn't approach the SS/Fire/Mu in sustained AoE, and as a result, completes the same AE ambush missions several minutes slower than the Brute.

    Fire/Kin controllers are stunningly high AoE dealers as well. Between Hot Feet and Fire Cages and the APP AoE all at the damage cap and under containment you can melt pretty much any spawn with a great deal of safety. The downside is you have to cherry pick your fights.
  19. I found my Huntsman to be one of the most versatile characters I've ever built. I'm sure you know what that is, but just for the sake of it, a Huntsman is a VEAT that goes Bane but only takes a few, if any, of the Bane primary.

    On mine I took Crowd Control because I love the idea of slobber knocking a group of enemies that get too close for comfort. I also took Build Up. That was pretty much it out of the primary. I decided this character was amazingly powerful when I almost accidentally solo'd an AV class Silver Mantis with a build that had zero IOs and most of his powers underslotted. I ran into the battle hoping to just suicide on her because I had forgotten to reduce my difficulty. If I had more blues I probably could have finished her.
  20. Quote:
    Originally Posted by DarkGob View Post
    My very first toon was and always will be my main -- an Elec/Elec Blaster. He's been through a lot -- I made him a few months before ED hit. He wasn't my first 50, sadly (that ended up being my first villain, a Bots/Dark), and it took me a while to figure out a build that worked for him. I finally got into the zen of blaptrolling, which was only made easier with IOs and set bonuses. Now he's actually enjoyable to play.

    That said, I doubt I'd roll another Blaster. I tried Psy/Mental when those sets were proliferated, but alt-itis prevented the toon from leveling very far, and I wasn't really feeling it anyway. Ultimately, Blasters are too squishy for me.
    Similar story here. My first was a Claws/DA scrapper made during I4 on a free trial. I had zero interest in the game back then and only played it because a friend talked me into it. He barely hung around a couple of months and I'm still here so many years later.

    Anyway, the massive round of nerfs from I5 and I6 kind of missed me. Claws and DA have only gotten better since i4! I never really got deep into SOs before ED. Then, like DarkGob, when i6 hit I made a MM and took him all the way to 50, leaving my main in the dust. Funnily enough, my main is now 50 and a few IOs away from being one of the toughest characters I've made.
  21. I think what the OP is talking about is Plant/Psi/Fire perma-dom.
  22. Thanks for the tips Aliana. I'll mess around with it and see what I can do.
  23. Well I've rejiggered the build a little bit and came up with one that has 45% in every position with just 1 enemy in range. Amazing what a 3.5b inf IO can do. I'll probably never get it, but even without it, I think this is probably a better build than the one I posted in the OP.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 4: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11), Aegis-EndRdx/Rchg(46), Aegis-ResDam/EndRdx/Rchg(46)
    Level 6: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 14: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(15)
    Level 16: Unyielding -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(19), Aegis-ResDam/Rchg(25), Aegis-Psi/Status(42), Aegis-ResDam/EndRdx/Rchg(45)
    Level 18: Resist Elements -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(42)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Rchg+(21)
    Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 24: Super Jump -- Jump-I(A)
    Level 26: Soul Drain -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(27), C'ngBlow-Dmg/Rchg(27), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 28: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
    Level 30: Dark Consumption -- C'ngBlow-Acc/Rchg(A), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Rchg(37), Erad-Acc/Dmg/Rchg(39), Erad-Dmg/Rchg(40)
    Level 32: Midnight Grasp -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(33), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(43), Aegis-EndRdx/Rchg(43)
    Level 41: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45)
    Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 50: Spiritual Radial Boost
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-EndMod/Rchg(40)
  24. 8 F/Rads is the answer, but might I put forth 8 VEATs? The team buffing toggles make you invulnerable. 95% accurate against anything, 16 applications of Assault for a total of... +240% damage. That's before build-up or any other damage buffs. 8 stacks of Soldiers TT: Maneuvers and regular Maneuvers would provide about 160% defense. Soldiers using pet powers would provide a ton of little killer robots to help out.

    F/Rad team is just as tough and does a lot more damage but 8 VEATs would probably be the next best thing. 8 defenders or controllers of practically any combination is an unstoppable force either way.
  25. Thanks for the advice everyone. Bass, your hour of standing there and not dying is exactly what I'm looking for. Time to come up with a good costume.