Pattern Walker

Mr. Victory 2011
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  1. Quote:
    Originally Posted by Skorpian_NA View Post

    Bug: When zoning with Henchmen or entering a mission with Henchmen or Exiting a mission with henchmen upon rezoning where your intended destination is you cannot issue commands to your henchmen. You also cannot dismiss them either. It's annoying and is a repeat of a bug that used to happen back in the day and was supposedly fixed but you broke it again.

    Temp Solution: Dont Zone with pets.
    Please don't consider this temp solution! As it stands now, my pets occasionally get stuck when zoning. I have to /releasepets and resummon. But I can go hours without my pets getting stuck. Eliminating pet zoning until a bug fix would be far worse. Instead of resummoning every few missions, we'd all have to resummon and rebuff every time.
  2. Pattern Walker

    Rogue Magazine

    This was really fantastic! And I'm no fashion magazine guy. I'm hoping Rogue has a men's issue soon!
  3. There's not much to say, it looks really strong. Were it my character, I might focus on S/L over ranged, but your rationale makes sense. I was concerned about your slotting in Acid Arrow and Disruption Arrow initially (for acc and recharge on Acid and recharge on Disruption), but seeing your set bonuses for recharge and accuracy made those concerns disappear.

    I would think that exemplaring might be your only problem.
  4. Per this: http://boards.cityofheroes.com/showthread.php?t=259825

    The devs are planning on giving us Arachnos, Carnival of Shadows, and Nemesis as additional Lore pets prior to i21.
  5. I'd be interested in hearing if those folks who had been consistently getting the threads as the trial reward are getting better results now.

    I don't have a lot to add to this, as my Thugs/Poison is my only 50 mastermind, and I never saw the threads table. I was able to slot him up to the third tier in all the incarnate slots using rares I got as drops.

    I suspect there's something about Poison that "looked better" to the old participation metric than other secondaries did, though. I wonder if Trick Arrow did too? They're both very clicky. On the other hand, Poison's got no pseudo pets (except in a power that no player who reached level 50 would actually still be trying to use) and TA's got a lot of them. I know there was speculation that pseudo pets were a problem in the participation metric.

    Has anyone else been following the Incarnate Rewards topic closely enough to know if individual participation is supposed to affect which table you get? I know that in the first 20 pages of it, the devs kept saying that the only thing that could improve the random roll that determined which table you got was league success, but they also kept saying it in oblique ways which still left questions.
  6. Quote:
    Originally Posted by JoeKent View Post
    Well I ran a BAF that hit all the badges, was in the mission the whole time, died once, attacked, buffed, debuffed and still got a common. One time I died and dced before then end, got back in a scored a rare. WTF?
    While it's still not completely clarified, I believe that your level of individual participation (as measured by the metric) doesn't affect the random table you get at the end, so long as you participate enough to pass the threshold to get a table. In both cases, you passed the threshold. In one case, you randomly got the common table, in the other case, you randomly got the rare table.

    As far as I know, the thing that can improve your odds of getting the Rare or Very Rare table is league success, not individual participation.

    Though I have to admit, I eventually stopped reading that thread due to exhaustion.
  7. Quote:
    Originally Posted by Katten View Post
    I don't know who you're talking to, but, Solo/Duo Poison (also because its heals actually mean something there) by a good margin, otherwise TA.

    TA Has almost entirely AoE (commonly Autohit) debuffs. Debuffing a single enemy on an x8 team will mean just about close to nothing unless that enemy is an EB/AV. Not to mention flash arrow used as crowd control, it's incredibly effective on teams that like to blunder into rooms with multiple levels.
    Good points, Katten, I was composing my post at the same time so didn't see your response.
  8. Quote:
    Originally Posted by JayboH View Post
    What do you consider better, Trick Arrow or Poison?
    Debuffing? Poison.

    In general? Depends. Despite the long recharge, Oil Slick Arrow is a very nice power available late game. Poison gets no equivalent game changer. On the other hand, in two sets that can struggle to provide enough mitigation to keep pets well alive, Poison's Alkaloid is of real value.

    In Luminara's hands? Trick Arrow, for sure.

    I think they both compare poorly to the other sets overall, though. How do you see the sets? Let me know. I need more information to shape the guide.

    Sorry for the lack of responses to the great feedback rolling in today from Lewisite, Biowraith, Mega_Jamie and Redlynne. I'm finishing up my grading. I will get to it this weekend, I promise.
  9. I just wanted to let everyone know that I started a guide looking at MM secondary powerset debuffs. I was prompted by this discussion here. I've already gotten some great feedback and suggestions. Additional eyes on it and more feedback would be great. You can find the draft guide in my signature.
  10. Quote:
    Originally Posted by Redlynne View Post
    Looking at those tables you've made ... it's amazing, but ... Trick Arrow is even weaker compared to Dark than I'd thought it was.
    Cool. Now take that critical eye and look at Poison, Storm, and Traps for me.

    Quote:
    Originally Posted by Redlynne View Post
    Here's an interesting point to add to your Max Debuffing chart ... the number of powers that need to be combined in order to reach that level of Max Debuff. Basically, how "complex" (and balkanized) are the debuffing powers in each of the powersets.
    Well, for the total max debuffs, you need to use all the debuffing powers in each set.

    Poison: 4
    Dark: 6
    Storm: 4
    Traps: 5
    Trick Arrow: 9

    But keep in mind a couple of things. I don't think anyone uses EMP Arrow for the debuff. They would be unwise to do so.

    Secondly, many of the powers have multiple effects. People are gonna spam Twilight Grasp for the heal, and use Hurricane for the repel. I think many players don't even know those powers have debuffs. Dark and Storm, in particular, have debuffs in powers that you want to use and the debuff is just gravy. You would use 4 of Dark's 6 debuffing powers and 3 of Storm's 4 debuffing powers even if the debuffs were removed. Poison, Trick Arrow, and to a lesser extent Traps have a number of powers that do little except debuff. Not one of Poison's debuffing powers would be worth using if the debuff were removed. This also adds somewhat to the complexity of debuffing.
  11. Okay, updated version of the guide uploaded again. Let me know what you think about the data and conclusions, but also the organization and formatting. (I know the tables are still a problem.)

    I think I want to somehow merge sections 2 and 4, but I don't know how to do it. Any thoughts?
  12. Quote:
    Originally Posted by StratoNexus View Post
    Storm does not have a regeneration debuff, its resistance and defense debuffs should be double, since at 100% recharge you can stack Freezing Rain (usually, the pet despawn bug may get you).
    You're certainly right about Storm's lack of a regeneration debuff. It's not in my original excel table, I think I transposed the run speed debuff Storm gets. I'll make sure to fix that.
    (I ended up not including the run speed debuffs in the tables for the guide, but if folks want them included, I can easily add them back in.)

    Regarding the Freezing Rain recharge: Freezing Rain has a recharge (unenhanced) of 60 seconds. With 100% recharge, Freezing Rain will recharge in 30 seconds. The duration of the power is (supposed) to be 30 seconds, which would mean no stacking. Recharge above 100% would allow stacking, however. Well, given animation times and Arcanatime, the recharge would have to be a bit more in order to achieve stacking.

    A couple of issues, though. It's not clear to me if a critter enters the area of effect after 10 seconds have passed if it will be hit with a full 30 second debuff, or if the debuff will last only another 20 seconds. If any critter that wanders into the AoE will receive the full duration no matter when they enter (up to 15 seconds after the power drops, due to the pseudo pet), then some stacking would sometimes occur.

    You hint at another issue, however. The pseudo pet that actually spawns the debuff lasts 15 seconds. I believe that Freezing Rain (and Sleet from Cold Domination) are currently bugged so that the debuff disappears when the pseudo pet does rather than lasting the whole 30. I don't know if that is still the case, but in any event the debuff is intended to last 30 seconds, so that's what I used in the table.
  13. Quote:
    Originally Posted by Scientist View Post
    I believe that Seeker Drones in Traps is -5% tohit debuff and -20% Damage per drone, and it generates 2, so at least the Maximum table values for that should be doubled. Their duration is 40 seconds, so I don't recall if you can make them perma with 100% recharge though.
    Thank you, that's a good point and I missed it! I'll incorporate it in the next version.

    Quote:
    Originally Posted by Scientist View Post
    One question, is the 100% recharge you mention total, including that slotted into the power, or global on top of assuming the power is ED capped for recharge?
    It's total recharge from any source or combination thereof. It can be from Hasten, recharge enhancements slotted in the power, global recharge bonuses, and/or Spiritual in the Alpha slot. It's just a 100% total, not a global recharge of 100%. I meant it to be an attainable level of recharge so that the tables would be more reasonable.
  14. I've made a number of changes to the guide and incorporated feedback provided by Bookeeper_Jay, Redlynne, and Lewisite.

    I also added a discussion of the categories of debuffs (mitigation, offensive, and control-like) because I think that helps explain some of Trick Arrow's problems and why Traps doesn't have the same problems.

    More feedback please!
  15. Well, here are the tables, sort of. I think they are at least readable so folks can see the content. The forum editor apparently removes any "extra" spaces so I had to place dots to space them out. I'm still working on how best to make this information available within the guide.

    (Tables actually placed in the guide, though the formatting problem remains.)

  16. Pattern Walker

    Wish List for 21

    Quote:
    Originally Posted by Partsman View Post
    I want them to expand the character slots on the servers to 48 or 60.
    Oh yeah, I vote for this! I'm full up on my main server.
  17. It can be harder to find teams redside, especially outside of Virtue and Freedom. I think this especially true now that folks are running the incarnate trials nonstop. I have taken some of my villains rogue (but only ones that it made sense for conceptwise), but it sounds like you're not just wanting to abandon redside altogether. I do have a mastermind who does tips everyday for villain merits, but I'm soloing that content. I also enjoy both soloing and teaming, so I often just solo redside.

    One option, if you have a regular group of friends you play with, is to make a scheduled time to play redside: "Monday Malice" or something like that. You can also check out your server's forums here and make a post there about scheduling some redside time with other interested folks. You can specify regular arcs, tips, SFs, or just whatever folks are having trouble soloing. That's an opportunity to meet other people who are also probably having trouble building teams right now. If you have some success finding players there, it might turn into a regular group.

    Good luck!
  18. Pattern Walker

    Wish List for 21

    I'd love to see some powerset proliferation. Specifically, I'd like to see Sonic Resonance for Masterminds, Poison for Corruptors, and Ice Melee and Ice Armor for Stalkers and Scrappers.

    And costumes of course. Always costumes.
  19. This is a draft of my look at mastermind debuffs. I have four tables I'd like to include, but I can't figure out how to format them to get them to work here. The tables are just tabbed tables done in MS Word. The tabs just disappear if I paste them in, and using spaces makes the formatting uneven.

    I'm interested in feedback about the overall content, formatting, and conclusions.

    Thanks!
  20. Weak in the Knees
    A Comparative Analysis of Mastermind Debuffing Secondary Powersets

    Part 1: Overview

    Masterminds are a powerful class, combining unique pet-oriented damage primary powersets with more traditional support-oriented secondary powersets. These support-oriented powers are shared with other player archetypes: defenders, controllers, and corruptors. These secondary powersets can provide support to a team in a number of ways. Support-oriented powersets can buff by shielding, healing, or otherwise improving teammates’ abilities; protect by using control powers such as holds and stuns; provide another source of damage to help defeat a foe; and debuff enemies, making them more vulnerable and less dangerous.

    Debuffs can be categorized in three ways. First are offensive debuffs, which make it easier for you to defeat enemies. These include defense, resistance, and regeneration debuffs. These allow you to hit opponents more easily, do more damage when you do hit, or prevent enemies from healing as quickly. Second are mitigating debuffs, which help survivability by making it harder for enemies to defeat you. These include to hit, damage, recharge, and recovery debuffs. These improve survivability by making it harder for enemies to hit you, or reducing enemy damage output, reducing enemies’ attack speed, or decreasing attacks when enemies have to wait to recover endurance. Finally there are control-like debuffs which include speed debuffs, perception debuffs, and powers that make it so opponents can’t fly or jump. These debuffs help you control the shape of the battlefield, though not to the extent of actual controls.

    This analysis was prompted by my interest in Poison as a mastermind secondary and my concern that Poison may not hold up well when compared to other support sets. Poison has been called the premier single target debuffing set. Others have questioned this, pointing out that other sets (Radiation Emission being the gold standard) debuff with numbers equal to Poison but affect multiple foes at once, making those sets more powerful overall.

    I decided to look more closely at mastermind support sets and their debuffing aspects in order to get a better picture of how well they compare to one another. I did not include support sets that masterminds do not currently have access to. This analysis will look most closely at five sets in particular. Force Fields offers no significant debuffs. Thermal Radiation and Pain Domination offer debuffs that can be quite powerful, but are less likely to be utilized routinely and more likely to be saved for EB, AV, Hero, and GM fights due to long recharges on the powers.

    Part 2: The Powersets

    Poison is a powerset that offers debuffs, single target buffs (heal, resurrection, mezz protection) for team support, and controls (though one of the controls is unwieldy and often ineffective). Poison is unique to the mastermind archetype at present.

    Poison has four debuffing powers: Envenom, Weaken, Neurotoxic Breath, and Noxious Gas. The first three can be made perma with 100% recharge. The only stacking aspect of these four powers is the Regeneration debuff found in Envenom. Two of Poison’s debuffing powers are “pure” debuffs—they don’t provide damage, buffs, or controls. Neurotoxic Breath has a chance to provide a brief minion hold, and Noxious Gas has a chance to provide a powerful hold. Both of these chances to hold can provide some minor mitigation, but are largely “flavor”. The main effect of both powers are the debuffs. Noxious Gas is unusual in that the defense debuff and to hit debuff aspects of the power cannot be improved by the use of enhancements.

    Poison offers significant debuffs to each major category, plus debuffs “special.” Weaken offers a significant debuff to affected foes’ mezzes and secondary effects, such as buffs and debuffs. This is unique among mastermind debuffs, and is shared only with Cold Domination’s Benumb. Weaken’s “special” debuff is an example of a debuff that transcends the scheme I described earlier, as it can be thought of as both an offensive and a mitigation debuff.

    Only the regeneration debuff from Envenom is stackable in Poison. Otherwise, additional applications of the power only extends the duration.

    Dark Miasma is a diverse powerset that offers debuffs, controls, buffs, and damage. Dark Miasma is interesting partly because many of its powers are double-barreled or more, offering a number of different effects at once. For example, Twilight Grasp is both an AoE heal and a debuff which has been recently improved for masterminds by significantly increasing the heal’s radius. Howling Twilight is the height of this kind of grouping of effects, offering a buff (resurrection), debuff, damage, and control all at once.

    Dark Miasma has five debuffing powers, plus an additional four debuffing powers in the pet, Dark Servant. The five debuffs outside of Dark Servant are: Twilight Grasp, Tar Patch, Darkest Night, Howling Twilight, and Fearsome Stare. The debuffs provided by Dark Servant are Chill of the Night, Twilight Grasp, Darkest Night, and Tenebrous Tentacles. The majority of Dark Miasma’s debuffs are paired with powers that provide other benefits as noted above. The Dark Servant provides a more powerful version of the heal and some damage in addition to its debuffs. Only Darkest Night and Tar Patch are “pure” debuffs.

    Dark Miasma offers significant debuffs to resistance, to hit, damage, recharge, regeneration and run speed, with only defense debuffs missing.

    All of Dark Miasma’s debuffs will stack, meaning additional applications of the power will increase the debuff. For many of Dark Miasma’s powers, this is possible because the debuffs are actually provided by a pseudo pet summoned by the power. In addition, the Dark Servant’s debuffs will stack with the mastermind’s debuffs. While Darkest Night can’t stack in the traditional sense as it is a toggle, both the mastermind’s and Dark Servant’s DN will stack with each other.

    Storm Summoning has four debuffing powers: Snowstorm, Freezing Rain, Hurricane, and Tornado. Only Snowstorm is a “pure” debuff power. Freezing Rain and Tornado provide controls and damage, while Hurricane provides control. Storm Summoning provides significant debuffs to defense, resistance, to hit, recharge, regeneration, and run speed. The only significant missing debuff is damage.

    Snowstorm and Hurricane aren’t stackable debuffs as they are toggles (though they would stack with a teammate’s Snowstorm and Hurricane), but both Freezing Rain and Tornado are stackable as both summon pseudo pets to apply the debuffs.

    Traps has five debuffing powers: Web Grenade, Caltrops, Acid Mortar, Poison Trap, and Seeker Drones. The powers provide controls and damage, though in the case of Acid Mortar, the damage is quite low. The presence of damage in Acid Mortar does provide the opportunity to use procs from IO sets, however. The set provides significant debuffs to defense, resistance, damage, recharge, regeneration, and run speed, with minor to hit debuffs.

    All of Traps’ debuffs are stackable except Web Grenade, as all are applied by pseudo pets.

    All nine of Trick Arrow’s powers have debuffs: Entangling Arrow, Flash Arrow, Glue Arrow, Ice Arrow, Poison Gas Arrow, Acid Arrow, Disruption Arrow, Oil Slick Arrow, and EMP Arrow. Flash Arrow and Glue Arrow are “pure” debuff powers, while the rest provide controls and/or damage (quite significant damage in the case of Oil Slick Arrow). Overall, the set provides significant debuffs to defense, resistance, damage, recharge, and run speed, with minor to hit debuffs and a powerful but rarely available regeneration debuff.

    Trick Arrow’s debuffs from Entangling Arrow, Flash Arrow, and Acid Arrow are not stackable. As a practical matter, Oil Slick Arrow and EMP Arrow are not stackable either, due to the long recharges. Glue Arrow, Ice Arrow, and Disruption Arrow are stackable. I can’t determine if PGA’s debuff is applied by a pseudo pet and is stackable. If someone would like to do the testing, I’ll be glad to add that information to this analysis.

    Part 3: The Numbers

    The tables listed below provide a side by side look at the aggregate debuffs offered by the five mastermind secondaries that provide a wide range of debuffs. The tables do not include all of the different kinds of debuffs. In particular, perception, recovery, run speed, –fly and –jump debuffs do not appear. In addition, the –special debuff of Weaken is not listed as it is a unique effect.

    The tables indicate the base debuffs available without enhancement. The debuffs listed with an asterisk next to them are typically improvable via enhancements. These improvable debuffs are defense and to hit debuffs. The only power where these debuffs cannot be enhanced is Poison’s Noxious Gas.

    The tables assume a reasonable amount of recharge via enhancements, Hasten, and/or global recharge bonuses. I’ve somewhat arbitrarily set this amount of recharge at 100%. This number ignores animation times and Arcanatime, however, so the amount of recharge needed would actually be slightly higher in some cases.

    For those debuffs from a power that will stack with multiple applications of that power, I’ve capped the number of stacks at two. This seems reasonable as the mastermind will be applying all the available debuffs but also managing pets and providing buffs and controls.

    A note regarding Dark Miasma: Because the mastermind has little control over how Dark Servant uses its powers, only Chill of the Night (a 10’ radius auto debuff centered on Dark Servant) is used in the calculations. This does mean that Dark Miasma’s total debuffing is underestimated once Dark Servant is available. Dark Servant is just short of being perma with 100% recharge. For this analysis, I’ve counted it as perma.

    A note regarding Poison: I had difficulty obtaining the actual debuff numbers on Noxious Gas. The real numbers available in game do not match the numbers provided by Poison Pill in his guide to Thugs/Poison, and Red Tomax’s database includes only a series of multipliers that I do not know how to apply to the various levels of pets. Because Noxious Gas scales to the pet, I believe the numbers provided in real numbers are not accurate and so I have chosen to use Poison Pill’s numbers instead. The numbers used for calculations in the table are for the tier two pet. The debuffs would be somewhat stronger on the tier three pet, somewhat weaker on the tier one pet. If anyone has something more definitive, please let me know.

    The first table provides a look at the debuffs that can be made “perma” on a single target (always on a foe without gaps in debuffing). These debuffs can be single target or AoE debuffs, but here we are looking at the impact on a single target.

    The second table lists the maximum debuffs that can be applied to a single target. It’s important to remember that the amount of time that these debuffs will be applied varies greatly. In some cases, these debuffs can be made perma with additional recharge, in other cases the downtime is fairly significant.

    The third and fourth tables list the AoE debuffs that a mastermind can apply permanently and then at the maximum. These two tables in essence remove the single target debuffs and allow us to look at how everything other than the primary target in a spawn will be affected. For this reason, we can think of tables three and four as the “splash” effects of our debuffs.

    For all the tables, the first three debuffs listed are offensive debuffs (defense, resistance, and regeneration) and the last three debuffs listed are mitigation debuffs (to hit, damage, and recharge).

    Table 1: Perma debuffs at 100% recharge

    ..............Poison......Dark.......Storm.....Tra ps......TA
    Defense*......22.50.......--.........45.00.....40.00......15.00
    Resistance....30.00.......30.00......30.00.....40. 00......30.00
    Regeneration..100.0.......100.0......--........--.........--
    To.Hit*.......11.25.......60.00......22.50.....--.........3.75
    Damage........22.50.......37.50......--........--.........--
    Recharge......65.00.......--.........90.00.....50.00......40.00

    Table 2: Maximum debuffs at 100% recharge

    ..............Poison......Dark.......Storm.....Tra ps......TA
    Defense*......42.50.......--.........45.00.....40.00......40.00
    Resistance....60.00.......60.00......30.00.....40. 00......45.00
    Regeneration..100.0.......600.0......--........1,000......1,000
    To.Hit*.......21.25.......60.00......22.50.....5.0 0.......3.75
    Damage........42.50.......37.50......--........20.00......15.00
    Recharge......65.00.......50.00......90.00.....80. 00......40.00

    Table 3: AoE perma debuffs at 100% recharge

    ..............Poison......Dark.......Storm.....Tra ps......TA
    Defense*......--..........--.........45.00.....40.00......15.00
    Resistance....--..........30.00......30.00.....40.00......30.00
    Regeneration..--..........--.........--........--.........--
    To.Hit*.......--..........52.50......22.50.....--.........3.75
    Damage........--..........22.50......--........--.........--
    Recharge......65.00.......--.........90.00.....--.........30.00

    Table 4: AoE maximum debuffs at 100% recharge

    ..............Poison......Dark........Storm....Tra ps......TA
    Defense*......20.00.......--..........45.00....40.00......40.00
    Resistance....30.00.......30.00.......30.00....40. 00......45.00
    Regeneration..--..........500.0.......--.......1,000......1,000
    To.Hit*.......10.00.......52.50.......22.50....5.0 0.......3.75
    Damage........20.00.......22.50.......--.......20.00......15.00
    Recharge......65.00.......50.00.......90.00....30. 00......20.00


    Part 4: Discussion

    What started my interest in the debuffs available to masterminds was my concern about Poison’s performance. What I find is that Poison is a reasonable debuffing set, but is only a standout in two areas. First, Poison debuffs everything and it debuffs everything reasonably well on a single target. Secondly, Poison offers a debuff no other mastermind set offers: the –special debuff found in Weaken. Weaken can cut into a single target’s mezzes, buffs, and debuffs in a way that other sets cannot. However, other sets might offer ways to mitigate against a single target’s mezzes, buffs, and debuffs in other ways. In particular, controls offer mitigation to these effects that can be more complete than a debuff, simply by preventing the foe from using their powers at all.

    Three of Poison’s debuffs require a hit check, and so require slotting for accuracy. Only Noxious Gas is an auto-hit debuff.

    Where does Poison really fail? AoE debuffs, of course. This is no particular surprise, but extent of Poison’s weakness in this area is not fully appreciated. First, Dark Miasma, Storm Summoning, Traps, and Trick Arrow offer generally equivalent or superior debuff numbers on an AoE basis compared with Poison’s Noxious Gas and Neurotoxic Breath. But beyond that, Noxious Gas’ defense and to hit debuffs are unenhanceable, unlike any other power in a mastermind secondary. Noxious Gas has a well-known problem with a number of mastermind primaries, as it can be difficult to effectively use with non-melee oriented pets. Using Noxious Gas with non-melee pets involves not only needing to exercise fine control over the pet, but also reduces the effectiveness of the pet in other ways (limiting the size of cone attacks, for example). Because Noxious Gas scales to the level of the pet, using it on a non-tier three pet undermines the power of the enhancement. Finally, to add insult to injury, Noxious Gas has a duration/recharge ratio of 45/300, or 0.15. This means that, unenhanced, Noxious Gas is available 15% of the time. This is worse than any other debuff power available in any other set with the single exception of Trick Arrow’s EMP Arrow. EMP Arrow is primarily a control power, with a strong but brief regeneration debuff added as a secondary effect.

    What surprised me, though, is that Poison is not a particular standout even for single target debuffs. Dark Miasma and Storm Summoning, not always thought of as debuffing sets, are the real winners here.

    Dark Miasma offers substantial debuffing, often as a secondary effect while doing other desirable things such as using controls, healing, or resurrecting. Dark Miasma really offers the strongest mitigation debuffs of any of the sets. It also offers strong offensive debuffs, only lacking a defense debuff. Many of Dark Miasma’s debuffs also require no hit check (Tar Patch, Darkest Night, Howling Twilight, and Dark Servant’s Chill of the Night and Darkest Night). Dark Miasma provides all this debuffing alongside quite effective buffs and controls (and often within the same power—one click, one endurance cost and you’re good to go).

    Storm Summoning offers very strong numbers for debuffs and does so on a perma basis with relatively little recharge (though the endurance costs can be quite high). All four of Storm Summoning’s debuffs are AoEs, though Tornado is not really controllable and might not affect the enemies that the caster would prefer. Snowstorm and Hurricane require no hit check, and Tornado has higher than normal accuracy (though is unenhanceable for accuracy beyond that). Storm Summoning also provides team support buffs (including heals, defenses, and resistances), effective controls in the form of knockbacks and repels, and damage.

    Traps provides a strong set of offensive debuffs. It is slightly less strong in mitigation debuffs but the set offers both control powers (Caltrops with its “Afraid” component reduces incoming attacks while also debuffing speed) and buffs (such as the Force Field Generator’s defense bonus and mez protection and the regeneration buff in Triage Beacon) that add to the mitigation debuffs. This results in quite effective mitigation for Traps. The easily used and very powerful regeneration debuff in Traps along with the diversity of different kinds of powers (controls, buffs, damage, and debuffs) help make Traps a powerful and useful set. Caltrops and Poison Trap require no hit check. The debuff powers requiring a hit check are Web Grenade, Acid Mortar (though my experience and the experience of others indicates Acid Mortar seems to hit most or all of the time), and Seeker Drones.

    Trick Arrow is a set that is often thought of primarily as debuffing set, though it also offers damage and controls. Trick Arrow provides a decent amount of offensive debuffs, though EMP is not effective as a regeneration debuff. The regeneration debuff lasts only 15 seconds and the power takes 300 seconds to recharge. EMP is really a control power with a debuff added for “flavor”. Where Trick Arrow really fails are in mitigation debuffs. Trick Arrow provides negligible to hit debuffs, its damage debuffs are relatively low and not perma at 100% recharge, and its recharge debuffs are a mix of single target and AoE, require stacking to be of any impact and are still low compared to the other sets. Unlike Traps, Trick Arrow does not provide a set of buffs to make up for these deficiencies, and the controls available are long recharge, single target, or not always effective. Trick Arrow has had its own advocates for improving the set, though it does bring a number of useful tools to masterminds, especially with the removal of the Oil Slick Arrow bugs. Most of the debuffs are autohit, including Flash Arrow, Glue Arrow, Poison Gas Arrow, Disruption Arrow, and Oil Slick Arrow. The powers requiring a hit check are Entangling Arrow, Ice Arrow, Acid Arrow, and EMP Arrow.
  21. I understand the issue with animations, though the spitting animations are the first thing that made me look at Poison. I'd never even considered playing a mastermind until I saw someone use Envenom and then I was sold!

    I kinda wish they'd offer some alternate animations that were *all* spitting.
  22. One of my favorite things about doing mayhem missions on my Ninjas/FF is watching the Jounin placate and then attack cardboard boxes and fire hydrants!
  23. Okay, I was hitting random pages in Paragon Wiki, and learned about Krazy Mark's House of Bargains!!!. (http://paragonwiki.com/wiki/Krazy_Mark) I was curious, so I went off to St. Martial to go see this proprietor of fine goods, but I was disappointed to find the store there but no Krazy Mark.

    Is he gone? Is he only there sometimes? Please tell me he hasn't been carried off by the wailers!
  24. Quote:
    Originally Posted by reiella View Post
    Go in with my pets, when they die, and they will, don't fret about it, depending on how long is left on current target, resummon, or wait till next target to resummon.

    When recovering from a death, don't summon pets till at a target.
    This. It does get better with additional incarnate shifts. I actually waited until I had my tier3 Lore before doing Lambda on my Thugs/Poison mastermind.