Paladiamors

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  1. If energy attacks ignite it? Then yup, since nearly everything bots do is energy based. Like, literally every non-melee attack except for three on the assault bot...and they deal AoE fire or smashing/fire damage.
  2. Not really a big fan of that last twist. Not really suprising, considering past events, but it still annoys me. Still, enjoying the show.
  3. The Ourorborous mission makes me think they sent Flower Knight back the first time to do that. Since she is up there in Ourorborous.
  4. Bah! This group was missing Mercs! I am not pleased!

    Seriously though, good job!
  5. Quote:
    Originally Posted by Heartbreaker View Post
    Still need a magical girl costume pack.
    Along with a transformation sequence!
  6. Paladiamors

    Momentum

    Quote:
    Originally Posted by MikeRobe View Post
    So it is mis-named... this isn't a physics course

    You get momentum if you hit your tartget, which in physics would reduce momentum and misses would increase it.... but, it is a game and thems the rules of this universe.
    Spoken like some one who has never used a heavy weapon. It's easier to KEEP a large object in motion then it is to move it in the first place. The trick to momentum is to keep the weight moving at all times. Impact might slow it down, but you've still got it in motion, particularly if it penetrates the target. Though I do have to agree that you should gain momentum even if you miss.
  7. I can have my own personal army. I can have a machine gun toting vengence machine, or a sword wielding hero.

    But mainly, I play it because I enjoy it. If I didn't I'd quit.
  8. Quote:
    Originally Posted by plainguy View Post
    Just wondering would anyone object if you had just one Assault Bot type pet that was equal to all your pets combined ? Would that per say be more acceptable knowing its just one pet instead of 5 other pets and then one big one.

    I know just having the Assault Bot out is not as bad when having all of them out in caves.
    Yeah I'd object to that. Pretty loudly. Part of the fun of my mastermind is having a whole ARMY behind me. That's what seperates the mastermind from other 'minion' classes.
  9. Quote:
    Originally Posted by Jagged View Post
    Or...

    Dog = the physical embodiment of optimism and loyalty

    Cat = cares nothing about you and will go live with the granny up the street if she provides better grub
    Lemme guess: You're a dog person.

    I'ma bite, though you probably aren't serious. My cats are just as loyal, if not more so, then my dogs. If you're cat is going to live with the granny up the street, then you were doin' something wrong.
  10. Quote:
    Originally Posted by Bloodspeaker View Post
    He gets flak for running in to melee things when he should just stand there and heal stuff. Like so many MM pets, he's dumber than a sack of hair, and isn't well-equipped to survive his own Darwin-esque stupidity.

    Thugs have a similar problem with the Arsonist, a tier 1 pet with several AoE DoTs. The guy is an all-too-squishy aggro magnet.
    Never really noticed the medic that much. And at 32 it ceased being a problem in general, though he did gain the aforementioned AoE problem.

    The arsonist though...yeah. Everyone experiences that problem. Dude's got a grand total of three ranged attacks. Its kinda unavoidbable that he's going to run out of things to throw, get bored, then run up and start punching things. Things he just set on fire. This gets easier after the bruiser, thank god.
  11. Personally? Mercs are my favorite set. My merc/pain is my favorite, but the merc/time I am working on is great as well. After that, I like the versitility of Demons, and thugs just have a fun theme. And ninjas...I mean...come on. Ninja's. I enjoy them all, though my 'least' favorite would be necro. I suggest giving them all a shot, and at least building up to level 12 to test your second minion type.
  12. Actually the medic isn't bad for a Tier 1 minion. Not entirely sure why he gets so much flak. The only real downside to him is the cooldown on his first aid. And MAYBE his having the only non-cone AoE of the Tier 1's, making him a bit more likely to be targeted.
  13. As was mentioned, demons cover a variety of damage, fire, ice, hellfire, while mercs cover lethal and have one instance of fire damage in the Commando's flame thrower. Demon's are more apt to use their melee attacks due to having fewer ranged options. Demons have a dedicated melee attacker in the Hellfire gargoyle. Demons have a better dedicated healer ember demon, who has both a party wide ((Including mastermind)) ember shield, and a party wide heal, as well as a better single target heal then the merc medic. Demon Prince is a hybrid ice/controller.

    On the other hand, past level 32 you can pretty much expect mercs to stay at range. Mercs have a lot of -defense, and can slot Achilles Heel to accent that. Mercs CC is spread across 2 minions, so with a little keying you can spread that around. The commando has access to the single hardest hitting minion attack around in the rocket launcher ((Under the consideration that things can run out of fire patches. If things are stuck in place that goes to the arsonist or assault bot)). Downside to that, and to every other high damage or useful CC attack the mercs have access to, is the long cooldown. If you could slot them with -rec it might be different, but as it stands you won't be seeing things like full auto or flash bangs very often.

    Now...it might sound like I am biased to demons, but mercs are my favorite MM set. I love the feel and the theme of them. They just have a few...issues.
  14. Just my opinion, but in general I don't think it's a good idea to skip any summoning powers. Especially not for caltrops.
  15. Paladiamors

    Thug masterminds

    Okay, I have to admit I shortchanged the crap out of the Nemesis staff. In that sixteen second cycle it would fire twice, doubling the numbers I had listed, and it's not unfeasible to be able to squeeze it in. Even taking into account an additional burst/MM attack, the sheer amount of upkeep required for those bursts just isn't feasible. Not with the amount of healing or debuffing you have to do during a fight. In a perfect world we'd be on teams where other people would handle healing or debuffing. Pretty sure we all know that ain't happening, so yes, the Nemesis staff wins by a large margin.
  16. Paladiamors

    Thug masterminds

    Quote:
    Originally Posted by Samuel_Tow View Post
    And they're terribad at it. Not only are Mastermind attacks almost never worth the cost of endurance to fire them, but they're also very rarely worth the time spent firing them when one could be using his vastly superior support powers or even just running basic henchman controls.

    I take and use my Mastermind attacks on all of my Masterminds for no real reason other than because I want attacks, but I only ever use them against easy opponents. As a Mastermind, I can oftentimes outright FORGET I have a secondary and do just fine, and in those instances I simply have nothing better to do than plink away impotently at my enemies. But in any situation where performance actually matters and there's a real risk of danger, Mastermind attacks become a liability.

    I ask you this - if it takes me seven or eight shots to take down a non-resistant minion, what am I really contributing? When every one of my henchmen can outdamage me, why am I even bothering?
    Not sure how much hot water I am stepping into here, but are you slotting your attacks? The general consensus I am seeing is completely against taking them at all, so I am going to go out on a limb here and assume that you aren't bothering to slot them. That is the only way I can think of that your first rank pet's could ever out damage you past a certain point.

    I also kind of have to laugh at the Nemesis staff comment. It may do "insert so many times more damage" here to an unslotted attack power, but it's also on a 16 second cooldown and is unslottable. It's great that it'll do upwards of 260 damage on a good day, but in that time period a slotted attack power ((Burst in mercs, since thats what I am looking at)) could do upwards of 480 under the same circumstances. That's rough math, mind you, and it's under the consideration of burst being slotted for damage and recharge redux IO's and being used every two-ish seconds, which I am sure we all know isn't really reasonable. But even only using it about half the time, sliding it in when you have a moment or between debuffs or heals, it'll still do comparable damage over time if not up front damage.

    This is all just devils advocacy. I would in no way form or fashion object to a damage buff on my favoritist of favorite powersets. *Laughs* In this case I am just saying you get what you put into it. Spend a couple of slots and boost the damage on an MM attack power and it goes a way. I won't say a long way, but I definitely feel more useful in between healing/buffing/debuffing.
  17. Paladiamors

    Thug masterminds

    Quote:
    Originally Posted by Memphis_Bill View Post
    Pretendy time!

    You... are General George Patton. You have just raced with the Third Army - tanks, infantry and the like - into battle. They're engaging the enemy.

    You... step up and throw a rock at the Germans. Not a big rock. Perhaps a nice stone that, if there were a pond nearby, would skip 2-3 times. You hit a tank.

    You have scuffed the paint. Someone will need to buff that out before the next review. You have, technically, done damage. You have just done mastermind levels of damage.

    I'm not asking for one-shotting with my snap shot. Really. I just want enough damage that, if something's running off with 15 hit points left, I have a reasonable chance of turning and firing at it and actually killing it.
    *Laughs* I can't really argue with that.
  18. I REALLY like this idea. It'd help me keep my 'non-super' characters in theme without the use of "SCIENCE!" to help explain what they can do.
  19. Actually...this gives me an idea. Completely silly mind you, but an idea none the less...what if you summoned each of the minor parts, and then the level 18 ability combined them into the giant robot for a brief period of time? Then the 24 pet adds a second weapon, and the boss minion added some kind of assault backpack or what have you? *Ponders* Then you'd have the usual six minion special, AND the giant robot combination!

    I think I shall design this 'superhero squad!' for gits and shiggles.
  20. Paladiamors

    MM and trial lag

    Not to burst your bubble, but that won't fly. The 'super pet' would have to deal the amount of damage that a total of six pets would deal in one attack, AND have a combination of the total enhancements slotted onto three pet powers. Not to mention the total combined survivablity of said six pets. And in some cases, where MM's spread out the damage or try ((let me stress TRY)) to snare more then one mob, it'd still be a net loss. On the other hand...it would give us one large, hard to kill minion to work with. It's not that I don't understand, but I think a better solution would be to limit the number of MM's on TF's.
  21. Paladiamors

    Thug masterminds

    Ehhhh, MM attacks are meant to be supplimental, and not the main source of damage. The idea is to deal damage alongside your minions, and not to be a blaster all on your own. Yes, I know, probably preaching to the choir. *Laughs* I have to say though, I love my Ninja mastermind's bow attacks. It's just a machine gun of arrows. Low damage arrows, but you can ghetto chain it when you aren't debuffing or healing or what have you.

    To be honest, I feel like Masterminds need one more attack. No room for it, but that's just how I feel.

    Edit: I always take the masterminds attacks. It's extra burst damage when you need it, or when you don't have anything else to do. Otherwise I'd end up sitting around twiddling my thumbs...a lot. I wanna get stuck in wit da boys!
  22. Quote:
    Originally Posted by MaestroMavius View Post
    When I picture a 'Battle Suit' being summoned I'll always hear the words;

    "Blathering Blatherskite!"
    I wonder how many people will get that joke without looking it up? I always loved Ducktales, though Darkwing Duck was more my speed.
  23. Paladiamors

    Thug masterminds

    This has probably been suggested before, but give Thug Masterminds the the option to have the look of Dual Pistols. I remember reading some one asking for it vice versa, but I figured I'd go ahead and request this. I vastly prefer the look of the DP over the Thug's two gun style.
  24. Quote:
    Originally Posted by Cheetatron View Post
    since regen is based on targets hp amount and pets have such low hp to begin with I cant really see that argument working out that well, I see the set as amazing for defenders and probably better than poison for MMs
    Not really. From working with a merc/pain dom I can tell you that regen is just as useful for lower hit point characters as well as higher. There is a marked difference in the regen of my pets inside of my ((Sadly short)) pain tolerance range and those outside of it.
  25. Paladiamors

    Pet Update

    Quote:
    Originally Posted by Feycat View Post
    You do realize Hellions aren't Skulls, right?
    Gang members are gang members. *Shrugs*

    Let me clarify that. No, I didn't remember for sure that it was the skulls, I just remembered it being one of the gangs.