Offda_Handel

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  1. Quote:
    Originally Posted by leilaopkin View Post
    The pet vs pet post from before was 1 minion vs 1 minion, 1 lieut vs 1 lieut, 1 boss vs 1 boss.

    Dont remember the post much but is that the one you were looking for? It wont give an accurate representation on which is the toughest really.
    This. While I can appreciate the academic curiosity behind the OP's question, in practice it's really a pointless exercise. There are just too many variables left out, such as the secondary, slotting, personal playstyle, and the fact that certain pets may fare better against one type versus another due to damage types and innate defenses. Not to mention that all the henchmen together will likely play better than the sum of their parts.

    I don't recall the specific test that was run, but out of the box with no slotting (in which case no pet will be softcapped to anything), compared across the tiers, I would imagine that bots come out ahead.

    Edit:
    Quote:
    Originally Posted by Tangler View Post
    I find the high resistance on demons to be not so great in practice: for low hp critters like your pets you are simply much better off not letting them get hit in the first place.
    I would disagree with this. Although not in the spirit of the OP's original question, it really depends on the secondary. One reason why DS/Therm meshes so well is because of the high resists it can achieve. Sure, your minions are getting hit more often, but when they do get hit, they aren't getting 1 or 2 shotted. Couple that with the healing Thermal provides and it makes for some extremely sturdy pets. In fact, I'm finding that I have to resummon my demons less than my bots now, although, admittedly, the borked AI plays some role in that.
  2. My secondary is /Dark, so between my heal and Fluffy's, I think the team is covered in that regard. All the pet auras are loaded into SE and the Soulbound chance for BU is in my GK's. The problem with the damage procs from the heal and KB sets are that they only have a chance to fire when Lich uses Life Drain and Torrent, which is too infrequent to justify an extra slot. I have been pleased with the current slotting, but was wondering if I was overlooking something that could make him even better.
  3. I'm currently working on an I19 build and, like the title says, I'm looking for inventive slotting alternatives for my Lich. This is the current slotting:

    Lysosome
    Peroxisome x 2
    To Hit Debuff IO
    Cloud Senses: Chance for Negative Damage

    I realize this is only 5 slots, but I'm at a loss as to what else I could possibly enhance. I have Tactics, so I don't think he needs anymore +Acc. His ToHitDebuff is respectable being nearly in the yellow for ED and with Fluffy, I don't think it would make that much difference anyway. Another Perox would max out his mez and damage (what little there is), but does that justify another slot? None of the other procs available really appeal to me. I'm open to any other ideas.
  4. Yep, you're right. For some reason I was thinking Supremacy was only 40' and I knew the radii on the auras are 20' smaller than Supremacy's radius. Something for you to keep in mind when considering your positioning in relation to your henchies.
  5. Quote:
    Originally Posted by Kiwi View Post
    Though there is a +Def and +Resist "Proc" in pet damage sets but they only affect the pet they are slotted into
    This is incorrect. The Sovereign Right and Edict of the Master procs, which are also unique enhancements, function exactly like the recharge intensive procs. Once slotted in ANY pet, they give you, the MM, 20' radius auras which apply to all pets.
  6. I'm sure there are others who can explain it better than I, but I'm pretty sure it has to do with DefDebuff and DefBuff both being different aspects of the same attribute, Defense. It's the power itself that either buffs or debuffs Defense, so the enhancement is only adjusting the base number of that power. Due to the fact that Hami-O's adjust multiiple components of powers, you can legally throw an Enzyme in any power that accepts EndRed's because Enzyme also adjusts that component. Once it's slotted, you'll get +33.3% enhancement to Defense vs. the +20% you would get from a Cyto, because DefDebuff is a higher schedule than DefBuff. In this way, you can reach ED for Defense in only 2 slots and, as a result, Enzymes are in great demand and don't come cheap. Plan to spend at least 2-3 times more for an Enzyme than a Cyto. Hopefully, that was correct and not too confusing. Maybe someone will come along and explain it more clearly or point you to a post where it's better explained.
  7. Offda_Handel

    MM noob question

    Yes, many of us have asked for something similar to that. It comes down to how difficult it would be to implement. I'm thinking it would be more involved than many of us realize. If it were simple, I think it would have already been done as most MM's I know, including the ones that never post on the boards, have been clamoring for this since CoV went live. I can't imagine the mentality at NCsoft being, "It's an easy fix, but MM's already have it so good we can afford to let them suffer." Then again, what do I know?
  8. Offda_Handel

    MM noob question

    Quote:
    Originally Posted by BenRGamer View Post
    The thing is, with melee pets, you could just manage them smarter. Tell them to go to melee and they'ed stay there.

    Now with this bug, all the pets go to melee all the time. This isn't ironic, it's still a bug. Say you wanted a ninja pet to stay at range and throw Exploding Shuriken... they can't, they'll always run to melee. It affects them just the same.
    True, but that didn't solve all the issues. Giving a goto didn't always guarantee that pets would utilize their melee attacks. It was particularly frustrasting to watch my Grave Knights close to melee range and then fire off 2 or 3 Dark Blasts before drawing their swords. And back when Torrent did KB instead of KD (thank the heavens for that change), the Lich would blow enemies out of melee range and the GK's would happily put their swords away, stand firmly on their goto spot, and go back to blasting. Runners produced similar results.

    I'm by no means using the above example to illustrate any kind of approval for substituting one hosed AI for another. I know myself and others have lobbied for melee and ranged "stances" for our henchies, but I'm just not sure how easy it would be to implement. It would likely require major recoding of the henchman AI, database changes, etc. Then, of course, there's the physical hardware to consider. Each MM has at least 6 henchmen, so there is potential for massive amounts of extra processing to occur. Would the current hardware running the game be able to handle all that extra processing? These are questions only NCsoft can answer, but, sadly, they have proven to be woefully silent.
  9. That's a good idea to put the placeholder slots in an inherent. I knew there would be a default slot, so for my standard 4 slotted Performance Shifter in Stamina (EndMod, EndMod/Rech, EndMod/Acc, Chance for +End) I need to reserve 3 more. Any comment on the slotting for Lich or the practical application of the Cloud Senses procs? Thanks.
  10. So after nearly a year hiatus, I felt the need to return to CoX and, after reading the I19 preview, I'm doubly interested in the idea of the Fitness pool becoming inherent. The problem, as many will probably find, is that with the ability to take more powers, slots are becoming thin.

    Before launching into my proposed build, I'll give a little info on my playstyle. I love Tar Patch. It's usually the second power that gets dropped after opening with Feasome Stare or Howling Twilight, which I also love. I'll then go to locking things down with my 2 holds and Soul Tentacles while directing my deadites with goto's and spamming Twilight Grasp. I'm not interested in Hasten. I had it at one point and specced out of it after sufficiently slotting for global recharge with sets. As long as Fluffy is perma, Tar Patch is near perma, and HT is up a reasonable amount of time, I'm happy.

    I have a few concerns with this prospective build. I'd like to add another RechRed to Tar Patch and at least 1 ToHitDebuff to Darkest Night, but am unsure where to get the slots. I've considered pulling the EndRed's from Soul Tentacles and Soul Storm. I've also thought about maybe taking the last 2 slots off of Soul Extraction, which normally is just a place for the Def and Res pet procs, but it appears that the once fixed bug of pets "dying" instead of "disappearing" is back, making SE, once again, a reliable extra pet. Perhaps I should take the 2 slots to utilize them elsewhere, assuming this will be fixed in the future as it was previously. The 3 empty slots in Tactics, Howling Twilight, and Lich are merely placeholders for slots that I will add to Stamina. Also of concern is my Lich slotting, which is different from how I currently have him slotted, and the use of the Clouded Senses procs in Lich and Fluffy. They seemed like a good idea in theory, since nearly all their powers have ToHitDebuff components, but I'm not sure of the usefulness of these procs in practice. Anyway, here's my build and I would appreciate any constructive feedback.

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Teleportation
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Zombie Horde -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(3), BldM'dt-Acc/EndRdx:50(3), BldM'dt-Acc/Dmg/EndRdx:50(5), BldM'dt-Acc:50(5), BldM'dt-Dmg:50(7)
    Level 1: Twilight Grasp -- Acc-I:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Numna-Heal:50(11), Nictus-Acc/EndRdx/Rchg:50(11)
    Level 2: Tar Patch -- RechRdx-I:50(A), EndRdx-I:50(43)
    Level 4: Darkest Night -- EndRdx-I:50(A), EndRdx-I:50(37)
    Level 6: Enchant Undead -- EndRdx-I:50(A)
    Level 8: Fly -- Flight-I:50(A)
    Level 10: Maneuvers -- EndRdx-I:50(A), RedFtn-Def/EndRdx:50(50)
    Level 12: Grave Knight -- BldM'dt-Acc/Dmg:50(A), S'bndAl-Dmg:50(13), S'bndAl-Acc/Dmg/Rchg:50(13), S'bndAl-Build%:50(15), Achilles-ResDeb%:10(15), LdyGrey-%Dam:21(17)
    Level 14: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/Rchg:50(23), AdjTgt-ToHit/EndRdx/Rchg:50(23), AdjTgt-EndRdx/Rchg:50(25), AdjTgt-ToHit/EndRdx:50(33), Empty(33)
    Level 16: Shadow Fall -- EndRdx-I:50(A), EndRdx-I:50(17), DefBuff-I:50(43), DefBuff-I:50(46)
    Level 18: Soul Extraction -- EdctM'r-PetDef:15(A), SvgnRt-PetResDam:25(19), C'Arms-+Def(Pets):10(19), ExRmnt-+Res(Pets):30(31), S'bndAl-Acc/Rchg:50(31), ExRmnt-Acc/Rchg:50(31)
    Level 20: Fearsome Stare -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(21), Abys-Acc/EndRdx:50(21), Abys-Fear/Rng:50(29), Abys-Acc/Fear/Rchg:50(29)
    Level 22: Howling Twilight -- EndRdx-I:50(A), EndRdx-I:50(33), RechRdx-I:50(37), RechRdx-I:50(40), Empty(43)
    Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(25)
    Level 26: Lich -- HO:Lyso(A), HO:Perox(27), HO:Perox(27), ToHitDeb-I:50(34), Cloud-%Dam:30(34), Empty(34)
    Level 28: Petrifying Gaze -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(36), BasGaze-EndRdx/Rchg/Hold:30(36), BasGaze-Acc/EndRdx/Rchg/Hold:30(36), EoCur-EndRdx/Hold:50(37)
    Level 30: Teleport Foe -- Acc-I:50(A)
    Level 32: Dark Empowerment -- EndRdx-I:50(A)
    Level 35: Recall Friend -- EndRdx-I:50(A)
    Level 38: Dark Servant -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/Rchg:50(39), DarkWD-ToHitdeb/Rchg/EndRdx:50(39), DarkWD-Rchg/EndRdx:50(39), Acc-I:50(40), Cloud-%Dam:30(40)
    Level 41: Dark Embrace -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam:50(42), TtmC'tng-EndRdx:50(42), S'fstPrt-ResDam/Def+:30(42)
    Level 44: Soul Tentacles -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(45), Ragnrk-Acc/Rchg:50(45), Ragnrk-Dmg/EndRdx:50(45), Ragnrk-Knock%:50(46), EndRdx-I:50(46)
    Level 47: Soul Storm -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(48), UbrkCons-Acc/Hold/Rchg:50(48), UbrkCons-Acc/Rchg:50(48), UbrkCons-EndRdx/Hold:50(50), EndRdx-I:50(50)
    Level 49: Oppressive Gloom -- Acc-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Supremacy
    Level 4: Ninja Run



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