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Posts
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Joined
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Quote:Almost - aiming for 59%It's 57% I believe?
My baby /ice will be soft capped to that against smashing, lethal, energy and negative energy with 1 application of Energy Absorption (0 for s/l).
http://wiki.cohtitan.com/wiki/Soft_Cap -
Geez - how did this thread devolve to be in such a state? I haven't seen so many posters whip out their opportunity to be pedantic in quite some time.
@Plainguy - thank you for the video. That was fun. Terrible that you had to go through the effort, but arguing with DZ131 will do that: shifting positions, ill-defined terms, etc... I especially loved how he/she redefined your position in each of his posts.
@LAST_RONIN - Too bad you don't like how Plainguy wrote. It doesn't change the fact that he was right. Next time YOU may wish to read all the posts in the thread. And getting in a twist about "soft-cap" versus "defense cap"? Really? Everyone in this thread knows the difference. OP confirmed as much. You didn't help anyone with your post, and instead demonstrated you didn't pay attention to what anyone else wrote. And since you didn't actually explain the difference between the actual defense cap and the soft-cap (which oddly, ironically even, was linked in Plainguy's sig), do you think you were helping or just being snarky?
@dmurray - as a young mastermind, I most was frustrated by an all or nothing situation: I was either untouchable and kicking *** ~or~ I was instantly destroyed. And it made no sense, at least as far as I understood the game. But I was meeting the limitations of bodyguard mode: AoE. Since pets take damage from the AoE attack and receive a share of your damage from bodyguard, they can be wiped out quite quickly. And when it happened, death was nearly instantaneous.
What Plainguy illustrated is that, regardless of primary, a mastermind can leverage the abilities in /traps to not only survive without relying on her primary but also make progress without the pets through a mission regardless of game difficulty. Traps can be, and has been, successfully paired with every primary.
Will you be standing around doing very little? That is the problem with a /force field build. That is not usually a problem though in that many secondaries have powers to use to either debuff enemies or save your pets. Plus, you will be re-summoning quite a bit on higher difficulties. Playing this AT is a metagame unto itself. While you're playing the CoX game that everyone else is doing, you're also playing a strategy game involving the interaction of your pets, their placement and stance, etc...
What did you eventually choose? How are you enjoying the experience? -
Nice looking build. Some observations:
You're S/L/E types are capped and both Chrono Shift and Hasten are perma without the Agility alpha - you may wish to switch to musculature to boost your pets' damage.
You're protector bots are your weak link; they have 37.35% defense to type/positions except AoE which is 47.35% (22.08 farsight + 4.05 maneuvers +11.22% 1 protector bot shield). The other bots, with 2 protector bot shields, are sitting at 48.57%.
The only way to get more defense for your pets is by catalyzing the ATOs for 5% more AoE, and squeezing in a pet unique to get an additional 5% to all. The alternative (since you are capped to everything with a protector bot shield) is to drop tactics and grab provoke - take the heat off your pets. I'm guessing that is why you took diagmagnetic interface - to protect the bots.
Here is a your build with combat jumping switched out for provoke. Recharge levels are maintained and the mm is still iSoftcapped to S/L/E (everything with the protector bot shield). Interface is switched to a damaging one (reactive a a default), and alpha is switched to musculature radial to boost both damage and endurance mod. This option should increase your damage output. Your recovery is better too.
Like I said - your initial build is solid - this is just an alternative, a cariation on your theme if you will.
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Amphimage: Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Time Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Presence
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Battle Drones- (A) Blood Mandate - Accuracy/Damage
- (3) Blood Mandate - Damage/Endurance
- (3) Blood Mandate - Accuracy/Endurance
- (9) Blood Mandate - Accuracy/Damage/Endurance
- (9) Blood Mandate - Accuracy
- (11) Blood Mandate - Damage
- (A) Pacing of the Turtle - Chance of -Recharge
- (A) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Heal/Recharge
- (13) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Endurance/Recharge
- (15) Doctored Wounds - Heal
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge
- (7) Dark Watcher's Despair - To Hit Debuff/Endurance
- (15) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (17) Dark Watcher's Despair - Recharge/Endurance
- (A) Endurance Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Chance of Damage(Energy)
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (A) Doctored Wounds - Heal/Endurance
- (17) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (43) Doctored Wounds - Heal
- (45) Doctored Wounds - Endurance/Recharge
- (A) Superior Command of the Mastermind - Accuracy/Damage
- (23) Superior Command of the Mastermind - Damage/Endurance
- (23) Superior Command of the Mastermind - Accuracy/Damage/Recharge
- (25) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (25) Defense Buff IO
- (27) Defense Buff IO
- (A) Recharge Reduction IO
- (27) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (29) Basilisk's Gaze - Recharge/Hold
- (31) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (A) Knockback Distance IO
- (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (33) Adjusted Targeting - Endurance/Recharge
- (33) Adjusted Targeting - To Hit Buff/Recharge
- (39) Adjusted Targeting - To Hit Buff
- (40) Adjusted Targeting - To Hit Buff/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (34) Basilisk's Gaze - Recharge/Hold
- (34) Basilisk's Gaze - Accuracy/Recharge
- (36) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Blood Mandate - Accuracy
- (36) Blood Mandate - Damage/Endurance
- (36) Blood Mandate - Damage
- (37) Blood Mandate - Accuracy/Endurance
- (37) Blood Mandate - Accuracy/Damage
- (37) Blood Mandate - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense/Endurance
- (39) Luck of the Gambler - Defense
- (A) Mocking Beratement - Taunt/Recharge/Range
- (33) Mocking Beratement - Taunt/Recharge
- (34) Mocking Beratement - Accuracy/Recharge
- (40) Mocking Beratement - Recharge
- (48) Mocking Beratement - Taunt
- (48) Mocking Beratement - Taunt/Range
- (A) Endurance Reduction IO
- (A) Shield Breaker - Accuracy/Defense Debuff
- (40) Shield Breaker - Defense Debuff
- (42) Shield Breaker - Accuracy/Recharge
- (42) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (50) Shield Breaker - Chance for Lethal Damage
- (A) Doctored Wounds - Heal/Endurance
- (43) Doctored Wounds - Endurance/Recharge
- (43) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (48) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (46) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense
- (50) Luck of the Gambler - Defense/Endurance
- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Run Speed IO
- (A) Run Speed IO
- (A) Run Speed IO
- (A) Run Speed IO
- (A) Celerity - RunSpeed
Level 2: Rest- (A) Interrupt Reduction IO
Level 4: Swift- (A) Run Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (5) Miracle - Heal
- (5) Miracle - +Recovery
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (7) Performance Shifter - EndMod
Level 50: Nemesis Radial Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Musculature Radial Paragon
Level 50: Reactive Radial Flawless Interface
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I'll toss some more support to /time and /ff*. Also, traps is a very self-sufficient secondary and can work with any pairing. If interested, do a search for Plainguy's soft-capped builds. He posted a series of templates on these boards that can be modified quite easily for ninjas.
*Caveats: 1) any secondary will work at base difficulty, 2) play what you want, 3) there
is no one way to play this game so try whatever catches your fancy... -
Bah...only made it to 42 as of this afternoon. I don't think my merc/pain will make it by tomorrow, but next week....
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Hmm. ... I'm not exactly an advanced player, unless I can count my dementia
I think you'll need to reverse EM Pulse and Seismic Smash (must be level 41 for this power), and maybe drop the lone proc in Fissure to free a slot for a KB reduction unique somewhere else (weave, most likely).
You'll certainly need a breakfree inspiration combination macro because S/L defense won't protect you form mez's. But this build may be a lot of fun once you pick up clarion (not that I want that debate to flare up again).
Lastly, I think your sense regarding endurance usage is spot-on. Without changing your slotting, I think you might be trapping yourself into using cardiac for your alpha. However, if you go agility core you can drop the kinetic combat set from brawl, freeing up three slots while keeping above regular content s/l softcap. -
Whoops - here's the long-form... sorry
Villain Plan by Mids' Villain Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Merc-Storm : Level 50 Technology Mastermind
Primary Power Set: Mercenaries
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Soldiers- (A) Sovereign Right - Resistance Bonus
- (3) Achilles' Heel - Chance for Res Debuff
- (3) Blood Mandate - Accuracy/Endurance
- (5) Blood Mandate - Damage/Endurance
- (5) Blood Mandate - Accuracy/Damage
- (7) Blood Mandate - Accuracy/Damage/Endurance
- (A) Trap of the Hunter - Immobilize/Accuracy
- (11) Trap of the Hunter - Accuracy/Endurance
- (23) Trap of the Hunter - Endurance/Immobilize
- (42) Trap of the Hunter - Chance of Damage(Lethal)
- (46) Trap of the Hunter - Accuracy/Recharge
- (50) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (A) Siphon Insight - Accuracy/Recharge
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Tempered Readiness - Endurance/Recharge/Slow
- (A) Basilisk's Gaze - Accuracy/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (33) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (33) Basilisk's Gaze - Endurance/Recharge/Hold
- (A) Superior Command of the Mastermind - Accuracy/Damage/Recharge
- (13) Achilles' Heel - Chance for Res Debuff
- (13) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
- (15) Superior Command of the Mastermind - Damage/Endurance
- (15) Edict of the Master - Defense Bonus
- (17) Superior Command of the Mastermind - Accuracy/Damage
- (A) Empty
- (A) Call of the Sandman - Accuracy/Sleep/Recharge
- (17) Call of the Sandman - Sleep/Range
- (19) Call of the Sandman - Accuracy/Endurance
- (21) Call of the Sandman - Endurance/Sleep
- (23) Call of the Sandman - Accuracy/Recharge
- (A) Aegis - Resistance
- (19) Aegis - Resistance/Endurance
- (21) Aegis - Resistance/Recharge
- (42) Aegis - Endurance/Recharge
- (43) Aegis - Resistance/Endurance/Recharge
- (A) Achilles' Heel - Chance for Res Debuff
- (34) Shield Breaker - Accuracy/Recharge
- (34) Analyze Weakness - Accuracy/Endurance/Recharge
- (34) Shield Breaker - Chance for Lethal Damage
- (36) Touch of Lady Grey - Chance for Negative Damage
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (A) Blood Mandate - Accuracy
- (27) Blood Mandate - Damage
- (27) Blood Mandate - Accuracy/Endurance
- (29) Blood Mandate - Accuracy/Damage/Endurance
- (29) Blood Mandate - Damage/Endurance
- (31) Blood Mandate - Accuracy/Damage
- (A) Recharge Reduction IO
- (33) Endurance Reduction IO
- (40) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense
- (A) Endurance Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (36) Positron's Blast - Accuracy/Damage/Endurance
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Accuracy/Damage
- (A) Basilisk's Gaze - Accuracy/Hold
- (39) Basilisk's Gaze - Accuracy/Recharge
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Efficacy Adaptor - EndMod/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (42) Gladiator's Armor - TP Protection +3% Def (All)
- (43) Resist Damage IO
- (50) Titanium Coating - Resistance/Endurance
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Positron's Blast - Chance of Damage(Energy)
- (48) Positron's Blast - Damage/Range
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Accuracy/Damage/Endurance
- (50) Positron's Blast - Accuracy/Damage
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
Level 2: Swift- (A) Flight Speed IO
- (A) Miracle - Heal
- (7) Miracle - +Recovery
- (A) Jumping IO
- (A) Endurance Modification IO
- (9) Performance Shifter - EndMod
- (9) Performance Shifter - Chance for +End
Level 50: Reactive Partial Radial Conversion
Level 50: Ion Total Core Judgement
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Sounds like a good time DrGemini - might be time to get a mastermind leveled on Freedom!
Do you remember what the combinations were that showed up? -
HI there and welcome back to the game.
At the outset, let me echo _Pine_'s recommendations, except:
Quote:Since you are going for a hover build, I would not recommend chasing the slashing/lethal ("S/L") defense softcap. If you're hovering, range and aoe positional attacks will pose much more of a threat. Instead, you may wish to layer defense and resistance, especially any energy resistance you can scrounge.As a build goal, I would focus on S/L soft cap (easy to attain, keeps you alive)-> then +recharge (keeps debuffs coming).
And +recharge, of course, rocks!
I have a sample build below. It uses a couple enhancement boosters to lift range defense up to 32% - or the value it would take to softcap range (and AoE in this instance as well) with one small purple. Also, it uses a gladiator's armor slot. Since you've been gone, these pvp shinies have decreased substantially in price from their +2billion peak to the 200-300 million mark. It is still expensive, but far less so.
The LotG's +recharge are expensive as well. However you may purchase these for 2 hero/villain marks at a pop. Lastly, the mastermind ATO's are not the ideal enhancements for your pets. However a) the recharge bonus is massive, and b) the unique adds a whooping 15% AOE defense to your pets. Overall, I squeezed all the pet unique that were available to your combination in to try and boost the pets' protections as much as possible.
Drawback: I had to drop teleport foe and the medicine pool to fit your personal protection in the build.
TLDR - the slotting and order by which powers are taken can (and likely should) be cleaned up. It is merely an alternative view of a direction you may wish to consider.
On to your questions...
Quote:
[Teleport Foe has] kept me alive many times when without it would have been a trip to the hospital. That's not to say I'm defending it per se - but I will probably have to keep it on my Ouroboros build. What is it that you don't like about it and what are some alternatives in your view?
I agree. Effected mobs also have their tohit chance reduced, resulting in an effective increase in your's and your pets' relative defense levels.
Quote:I assume that Basilisks are for the 7.5 percent global recharge more than any thing else (?).
Quote:Any suggestions on what and where to slot there? Honestly not sure what you mean by S/L soft cap. I presume you mean on set bonuses when you're talking about +recharge.
Quote:What's your take on Web Cocoon (or Web Envelope for that matter)? Is Power Boost worth it?
The build:
http://www.cohplanner.com/mids/downl...CAF91F520C0121 -
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Personally, I think you're making it too complicated. This game can be simple or complex, depending on how you like to play.
Quote:Tankerminding is more of a concept than a substitute for using your secondary. Meaning, they are not mutually exclusive tasks. It is very straightforward though in a sense: if you can build your mastermind's defense rating up to the softcap (45%) then even-con enemies' hit chance is floored. At its most basic, this is a passive state - either you have reached the cap or you haven't.Basically I hate that a few guides make it so you'll be the one doing the tanking (with defense mode). That isn't what I really want to do when I'm fighting; I'd rather my minions get beat up and do the damage and me supporting.
Where it becomes more complicated (and more active), is when you add things like -hit - either through the /dark or /storm secondaries (by way of example). -hit to an enemy is like +def to you and your pets. So, masterminding opens up conceptually to merely the control of enemy aggro during the time of active battle, not tanking per se.
So back to tankerminding -- the control aspect comes not from the defense state, but from using your secondary to gain enemy attention to YOU instead of your pets, and by using a taunt (provoke) in your secondary power pool.
For example, I have a necro/dark with softcapped S/L/E who nonetheless is very active with her secondary to make sure enemies' hit chance is reduced, stuns are thrown out, immobilizes and holds liberally spread, damage output reduced, etc... Also, she is directing the grave knights to focus damage on key targets, positioning the lich to maximize its controls, and making sure the zombies aren't pulling additional groups.
Quote:I absolutely love the idea of necro/dark but from what I've gather bots/traps are really best at soloing things later on. I have no problem with this but I'd rather play a powerset that isn't relient on me having to tank the damage all the time. GMs/AVs are understandable since they're much rarer than standard bosses but like I said in the last paragraph, I don't want to be the tank; I want to be supportive and helpful.
Conversely, you cannot direct your pets to use a certain power. You cannot decide when one will heal itself or use a control ability. Sometimes, you may even have trouble making them stay at range or in melee - depending on your desire. You can suggest which enemies your pets *should* attack, but that also can be an iffy proposition. What you are left with is the idea that as the player, you have more control as to how a fight develops, and you have many tools to take alpha strikes.
Conclusion, don't think of yourself as a "tank" so much, in the classic MMO sense. Work on making your tools work for you. That will change based on the combo, your level, your difficulty, and your IO investment. -
Quote:Not bad at all. Work on expressly moving your tier3 into melee range with a goto command.Guides are saying the Bruiser is bad since his hand clap has KB; that's been changed on the wiki and it does KD. But his ranged move does KB; how badly would it be if I had something that relied mostly on AoEs (like traps, for example)
Quote:Speaking of traps with thugs, we only get one healing power. Is that enough? I get that thugs and arsionists will die a lot but call on a 60 second CD, do I just slot in some recharge enhancements to call thugs and that'll fix it?
recharge: If you use sets, you will likely have ample global recharge. Otherwise, expressly slotting recharge in a pet summon power is usually considered a waste of enhancement even in instances where it is even possible (usually the ATO or purple).
Quote:With demons, I have zero understanding, it seems like it's a giant cluster of "here, have random abilities, a little bit of a different types of damage, buffs, debuffs, good luck". Or does all of that actually work well together? I mean at low levels they seem to be tougher than bots and even with the demonlings get into melee they don't see to be losing much DPS from what I can see.
Quote:With bots since they're all ranged and they have melee attacks, isn't this a bit awkward with mobs that run into melee? (or is this where the perma tanking MM works)
Quote:But dark looks like it'd work well (if not just for fluffy) since the demons do seem to get a massive amount of debuffs (or so it seems) so are demons/dark as good as bots/ff or bots/traps?
Quote:With necromancy normally the third teir minion is the big guns (so to speak) but the lich seems a bit... anti-climatic? He gets most of your abilities which is fun but I dunno if it'll be as exciting as finally getting my bruiser or assault bot or demon prince. Oh and would storm be decent enough that I could still hold my own while soloing or does Fluffy make dark worth it? Since most of the necro minions can heal themselves, I figured that the AoE heal from dark might make dark not needed as much and the cold theme would fit in well with the necromancy theme. Though I am also partial to poison with undead.
As to soloing, every combination can solo at a level higher than the base difficulty. Every combination 'works.' When you write about wanting to solo, what do you mean?
If you are dead-set against having your mastermind do any tanking, I'm not sure what to tell you. You're going to get aggro no matter what you do, and there will be points (many in fact) where, through catastrophic failure of one type or another, all your pets get wiped out. And a petless mastermind can be a sorry thing.
/traps can do amazing things without its pets. So can /storm. With /dark, I usually can resummon in the midst of the crazy with relative impunity. There are tricks for the others as well (ff comes to mind quickly). -
Hmm... I see your pain. I'll toss my hat to the musculature side, with the idea that idea that the defense debuff will boost the jounin (assuming radial). That would also free up a slot from stamina at the least.
Agility won't give you too much in the way of additional defense. Seeing how your pets are already defense capped (with power boosted deflection/insulation fields) to regular content, My thinking is that only three other players need to run maneuvers to reach incarnate softcap for melee and range - so you have a decent chance keeping them relatively safe.
I'm also guessing you'll enhance your mastermind ATO to get the +15% AoE defensive IO which will put you a hair above the incarnate softcap.
As an aside, I noticed that if you boosted the LotG def and def/end to +5, you would free up another slot in maneuvers in order too give another slot to the jounin - boosting their acc/dam or achilles' heel res debuff IO. -
Quote:I'm not sure I understand what you mean. How is the Night Ward Zone "I content" -- incarnate content? Sure it is new, but it also seems to have the same combat ratings, etc... (i.e. no boosted hit ratings or the like). And since a thugs- and bot- /traps can have the pets AOE defense capped at 30, the key is not being in bodyguard mode when in the AOE. Overall, it reminds me of fighting Malta, but I could have been XXXXX [under the weather] when I played in that zone.../traps is overrated. You might get away with it in normal content but its not remotely safe in I content. Especially in the new nightward content where it's just heavy commando/troopers spamming swarm missiles. No heals means you die quick.
And yes, healing has its place. But not getting hit in the first place is pretty awesome, too.
I think (in regards to the OP's questions) bots/ff seems so safe in that a) it is fire and forget, and b) it is forgiving to user error. Because more often than not masterminds get destroyed when they stay in BG mode during an AoE attack (cascading failure due to minion loss), or the character fails to manage aggro. Overall this is one of the safest AT's - even the sets that are relatively low performing. And once a player gets some basic commands feeling comfortable, learns the benefits and restrictions of bodyguard mode, and groks the importance of positioning, things get MUCH easier.
OP - I pretty much enjoy all the mastermind primaries. It certainly is true that the AT suffers from level 18 until 24. If you have not read these, check out the following guides:
Dechs Kaison's GD Mastermind - takes you off-site but kicks some major pancake.
_and_
Master Zaprobo's Guide to the Modern Mastermind
Good luck! -
You can replace aid self with laser beam eyes (slotting thunderstrike) to maintain the same level of ranged defense via set bonus. The numina unique would likely be put into true grit replacing the heal/recharge slot. Grant cover can then go into the space vacated by stimulant. That should take care of some of your concerns.
Getting closer to the iSoftcap, barrier core should give you an additional 5% base (not seeing a destiny slot listed).
Unfortunately I'm not by my computer so I can't brainstorm any further. Very curious to see where this thread will go. Good luck! -
Thank you all for the great information! My sense is that I will be leveling many scrappers; it is almost too hard to pick just one.
Having previously leveled a brute, the pacing of this AT is quite a relief. It just goes, and goes, and goes, and goes .... many times in the past week I have felt as if fallen into a locked groove (for the kids- that refers to a record, an LP). It is a majestic feeling, not rushed - just even, measured destruction.
I think I mentioned previously that I primarily played masterminds. There I am drawn to the metagame of having the game world mediated through the minions. It feels sometimes like playing a strategy game on top of the MMO - like chess maybe. THIS (these lovely scrappers as a whole) feel like I'm taking a lawnmower to rows and rows of chessboards - whole football fields of the things. With chainsaws. And acetylene torches. And tanks for shoes.
I've started dreaming about playing CoX.
This. Is. Awesome.
So thank you for reinventing and reinvigorating my game. I can't tell you how much I appreciate it. -
Echoing the idea that you may wish to pick storm if you want to play storm. There's also no reason to limit yourself to just making one: make both! What better way to figure out which one you like but by playing them.
On a separate note - either secondary is amazing, and storm is certainly one of the unsung gems of the AT. -
Between all the pet unique enhancements and a recharge set, I'd be hard pressed to find a slot for this in tornado. Plus, i like ---- as in REALLY like --- the tornado chaos
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Quick update- started a broadsword\shield and a fire\sr. Also revived my staff\dark. Intend to roll out a staff\sr for comparison and something with willpower .... still digesting a primary for that one.
Anyhow, running them all up to the mid-20s to get a reasonable feel.
Oh....and some wrist braces for the anticipated carpal tunnel syndrome! -
Quote:Hold on a sec - I think the rules in this thread clearly forbid the use of pets in completing any challenge.It's good that I have always been right and Reppu just used numbers to prove that. See? She's like my little numberz-proof puppy pet that helps me be right all the time
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Hehe. Strong AND pretty is the only way to live. I love that thread (started on Justice)
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Apparently the form of essential scrapper-dom is as varied as there are flavors of ice cream. I'm certainly getting the sense that the original, core secondaries are a place to start - run the toggles and go to town - combined with active mitigation from the primary - mainly in the form of parry-esque abilities.
I sense some serious testing in the form street sweeping, then coming back to reread these posts to see how recent experience aids in the understanding.
Thank you all again for sharing. The information is amazing! -
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