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Posts
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Lots of good info here that will help me plan my build and play my character. Thanks everybody.
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I'm also a /devices fan for the same reasons that others have said.
In addition, it's especially good for taking out troublesome enemies when paired with Teleport Foe. Just lay out a bunch of Trip Mines, cover with Caltrops and teleport baddies into the kill zone. It's a great way to thin out the herd before engaging in direct combat.
Granted, it's time consuming. But it's also effective in neutering some of the most dreaded non-Bosses (i.e. Malta Sappers & Gunslingers, Carnie Illusionists) in the game. If you favor a sneaky, calculating play style, then /devices will suit your needs very well. -
OK, I think I get it now. Being new to Masterminds, I wasn't clear on the whole "tankerminding" concept. Thanks for clarifying.
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Hmmm... based on what I've read and my usual play style, I'm inclined to skip the taunt and use temp powers to lure victims into my kill zone.
Of course, my play style could change once I become more familiar with the capabilities of the powersets. I'm new to Masterminds and have limited experience with Traps. (I've got a level-43 blaster with /Devices, however, which is similar.)
Guess I'll have to experiment as I acquire new powers. -
Quote:Thanks for the reply. Glad to hear that taunt powers aren't considered essential, even though they're obviously useful.Good to see you like Masterminds! Bot/traps, as you've read. is an excellent combo.
I've always gotten by without taunt powers myself, and normally use PPP/APP moves to draw aggro.
/Poison with anything is good but very single-target. some use it for Ninjas since the ninjas are very single target as well and it's great for killing bosses. but yah the heal in /Poison is small....
Zombies are cool when paired with something like /Dark, /Thermal, or especially /FF, the -tohit from the grave knights and Lich stack nice with Bubbles, as weird thematicaly as it looks lol.
I think I'm done with Zombies, though. That constant vomiting just grosses me out. (similar to how some people hate the sound of Sonic Attack) -
and I'm glad I did. But I'm also glad that I waited a year-and-a-half to do so. In my opinion, the complexity of MMs requires a firm grasp of game mechanics since they're not as intuitive to play as blasters or brutes, for example. (both of which I also enjoy) It seems like learning the basics of the game while also learning how to utilize your henchmen would require a fairly steep learning curve.
I have a 10th level Bot/Traps and two others at 6th level: Ninjas/Dark and DS/Storm.
I also tried a Necromancy/Poison but didn't care for it. Initially I thought that death and poison would be a perfect match... like cookies and milk... pickles and ice cream... unicorns and glitter. Unfortunately, the zombies seemed to require more healing than the other henchmen. And they're slow. And they're stupid. And the constant sound of their puking was, well, disgusting. So I deleted the toon rather than run the risk of constant projectile vomiting myself. (hanging out with the undead is obviously not for the squeamish)
I learned a lot from reading these boards and finally understood the utility of the Presence pool. But then a question occurred to me while considering it for my Bots/Traps...
If the goal is to draw enemies into my trap-laden kill zone, can't I do this with a temporary power and save myself a permanent power choice? Won't firing a pistol or lobbing a hand grenade have the same effect? Besides gaining the ability to slot IO's, what are the benefits of using the Presence pool to pull in enemies?
Thanks. -
Black Bolt's... you can't talk without causing widespread devastation. I'd obliterate city blocks every time somebody cut me off in traffic. (not to mention the cost of constantly replacing my car)
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I can't speak for the OP, but I'm sold on the concept. Gonna roll one of these up and take it out for a test drive.
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Thanks, _Krom_. I was hoping that was the answer.
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I've been considering a SM/ELA brute myself and have a question about fury and damage auras... Does fury increase the damage output from auras the same way it increases damage from your primary attacks?
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Quote:Well, I have dabbled in domination. (Geez, that suggests all kinds of non-game activity that may not be suitable for children.) Anyway, I've played a couple low-level dominators but decided I wanted to get a better handle on controllers first. I do plan to revisit redside because I like the idea of combining control with offensive capability, but it's currently on the back-burner.You may also want to take a look at Dominators if you like the Controller lifestyle. They are like Controllers in some respects, but more streamlined in that all of them focus pretty heavily on the combo of mezzing and damage. While not necessarily an AoE damage archetype they are ridiculously awesome at AoE control, giving most Controllers a run for their money. A well built Dominator deals great damage and is capable of locking down groups of bosses in a way most Controllers can only dream of due to their "Domination" inherent power that doubles the magnitude of all mezzes. For this ability they trade the versatility of a Controller and the buffs/debuffs/self heals/utility powers.
Aside from a some outliers, most Controllers are team players. It's just that our less team-y builds tend be the most popular, so you hear a lot about how "Controllers are able to do this" or "solo that." They can, but that's because the archetype is extremely flexible and runs the gamut.
You mentioned you had a Mind/Cold character. I have one of these and love it. It's a very effective character. But you also said you like to see orange numbers, and I just warn ahead of time Mind/Cold is probably not a set you'll see a lot of that. It's certainly a fun combo--but damage is hard to do because your best debuff conflicts with the aoE Sleep power. Elite bosses are also very difficult to solo because you lack Containment altogether. Now that my guy is somewhat purpled out I can solo at +0 x8 if I'm cautious, but I'm stuck using Total Domination for Containment and stay far away from Elite bosses unless I'm on a team. It's a different lifestyle; on a team you're a god but solo it's just ok. If you're interested in doing lots of damage with Mind Control, you may want to take a quick look at Dominators. Mind/Fire in particular is known to be an outrageously awesome combo.
For my mind/cold, I plan to handle Bosses the same way I'll tackle robots and machines - I'll mez their allies and have them whittle the Big Bad down to size before I finish 'em off. Yeah, I'll lose some experience, but I'm more interested in the intellectual challenge of accomplishing the mission with the tools at hand. (which increasingly include various Temporary Powers) It may not be the optimum solution, but I'm OK with it. And I'll be learning more about controllers along the way. -
Quote:I'm seeing a bit of that on my Ill/Rad even at his relatively low level. Getting Stamina and slotting an end mod IO produced a quantum improvement; it allowed him to maintain Superior Invisibility, RI and attack without depleting his endurance. Also got lucky with two Gaze of the Basilisk recipes early on, which allowed him to increase hold duration and thereby improve his chances for containment.
The other thing about Controllers you're about to discover, by the way, is we are "corner turners" in terms of performance. It's really hard to judge what playing your character will be like at 50 from performance early on. Throughout your career you will make sudden huge leaps in effectiveness--in particular when you first when you get your pet, and when you hit the epic levels. A level 50 Controller (even the low damage ones) is really quite scary.
All basic stuff, I know, but it adds some welcome variety to my previous style of play. -
Quote:The versatility is what appeals to me. I like having a well-stocked toolbox so I can pick the right tool for the right job.Then I picked up my Ill/Rad controller and I love 'em. So very, very versatile. Probably my favorite toon.
And as Local_Man said, then there's Fire/Rad and Fire/Kin. Couldn't put it better myself.
-MT
At the risk of sounding naive, why did you and Local_Man single out Fire/Rad and Fire/Kin? What makes them different from other controller combos? -
I forgot to mention one other factor in my belated conversion to controllerism.
When playing blasters and scrappers, I enjoyed those power sets that provided controller-like capabilities to supplement the damage they dish out. (i.e. Ice/Ice, Devices and Dark Melee/Dark Armor) After incorporating those aspects of control into my thinking, it wasn't much of a stretch to give full-fledged controllers a try.
Don't get me wrong... I still enjoy wanton destruction as much as the next guy. But sometimes you get a craving for a little finesse. They both have their place. -
Thanks, Local. I read your Ill/Rad guide a while ago, but I could probably benefit from re-reading it. (along with some of the other primary/secondary guides as well)
I think the recent increase in recipe drops for temporary powers has also encouraged me to give controllers another try. I can now arm myself with a variety of melee and ranged attacks without neglecting the controller primaries and secondaries. I guess it's a "security blanket" kind of thing... I just like knowing that they're there if I need them. This is especially true for my Mind/Cold in terms of dealing with robots/drones. It's good to have options. -
It's taken roughly a year and a half, but I'm finally starting to grasp the controller mindset.
I initially learned game mechanics soloing as a scrapper and blaster, so making the mental adjustment to controllers took some work. I created and deleted quite a few controllers in frustration along the way. The reduced number of attacks and the prevalence of DoT in the archetype both added to my frustration.
The biggest "a-ha" moment was realizing how to set up and use containment. I know it seems basic to you grizzled, controller vets, but it took a while to click for me. I think it came together when I noticed that my science-origin power (tranq dart) caused containment on a Vahzilok cadaver. Then I started looking for ways to re-create the wonder.
From the start, I was intrigued by the idea of controllers, but it just seemed like something was... lacking. (i.e. massive orange numbers over the bad guys' heads) Now, I appreciate the unique capabilities and challenges of the archetype.
Currently have an Ill/Rad (level 21), Mind/Cold (level 11), Grav/Storm (level 9) and Plant/Storm (level 8)
Anyway, I just wanted to encourage other solo players out there to consider controllers. They're not as intuitive as some of the other archetypes, but they still have plenty to offer. -
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Ask not what your thread can do for you, but what you can do for your thread.
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Let me echo the welcome of others and throw in my 2 cents' worth of advice regarding solo blasters.
Think about your play style and how the various Power Pool choices will mesh with it. Play style can be the result of a conscious decision, it can evolve over time as you gain experience or it can be both. Power Pools are accessible at Level 6.
For example, I prefer Flight for my blasters' travel power and take Hover for my prerequisite. I do this primarily for safety. Hover allows you to stay out of melee range while still inflicting damage on your enemies. It also provides a bonus to your character's overall defense level, which can be increased with enhancements.
In addition, I find that Stealth also increases my blaster's effectiveness and survivability. It allows you to set up your shots in relative safety (i.e. lining up your cone attacks to encompass the most enemies, beefing up your character with inspirations or situational powers prior to tackling a tough foe, etc.) Stealth does impose a movement penalty, but if you're hovering out of melee range and attacking from a distance, I consider this an acceptable trade-off based on my preferred play style.
Just to offer an alternative view, some blasters enjoy using their secondary powers to engage in melee combat. They're called blappers (a combination of blaster and scrapper) and this play style has its own unique blend of challenges and tactics. (not my preference, but everybody has their own approach)
As a new player, however, I recommend that you take it slow and learn the basics of blasting with a blaster and the basics of melee with a scrapper before trying to combine the two.
The main thing to remember as a solo blaster (or any solo character for that matter) is that it's all about you. Healing, endurance management, offensive capability, protection, travel, etc. are all interrelated and will all be affected by your choices. Your tools include powers, inspirations, enhancements and tactics. One of the most engaging aspects of the game is figuring out how the tools all work individually and with each other, and then learning how to tailor them to deal with each situation.
It's highly addictive. Enjoy and good luck. -
I've never had this power before but my BS/Regen scrapper will acquire it with his next level. I have to say that this thread is making me salivate at the prospect. Really looking forward to translating this good advice into action.