Psylenz

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  1. Temporal selection will increase a pet's regeneration, and increased healing from both temporal mending and chronoshift. It's not a hitpoint increase, but it's a very good regeneration and heal over time boost.
  2. On groups with larger spawns, an experienced traps user can place his acid mortar between the current group and the next group. Also, as mentioned before, trapping is only as stationary as the recharge rate of the powers.
  3. The experiences are getting better and better. My mastermind went from level 21 to level 26 just on the Synapse. We easily cranked out the content with 8 people. Due to levels we were restricted to 8 on the Synapse, but there were nine of us interested in the all MM experience. I would gladly run 2 teams (with 4 and 5) cranking up the spawn size than leave people out. The leveling pace for the MMs in the teens levels was amazing running higher level tip missions.
  4. Demons/Sonic definitely has synergy. It matures pretty fast for a mastermind. Partly, it is the theme where all the pets are buffed. Another aspect: the mastermind doesn't heal, BUT the ember demon heals the other demons, which coupled with the resistance buffs is quite sturdy. The dispersion mezz protection is underrated; time with all its tools has the mezz 'hole'. Disruption field gets more and more effective with increases in numbers of pets/teammates. The effectiveness of disruption field is amazing. It has no accuracy check. Its potency does NOT matter on the level of the anchor; it works as well on a tank roommate, any pet, or even if you dare, your veteran buff pet/wisp.

    Demons/poison stacks debuffs with your pets' buffs and damage aura. Poison won't feature you thriving on */ X8 spawns, but +2/X1 or +3/X2 are achievable. It's a big game hunter. My Demons/Poison could do different things from my level-pact Demons/Dark, but together 1 + 1 > 2

    Traps goes well with any pets. It's very nice. Demons don't chase terribly much and Demons stay in the kill zone.

    */Trick Arrow is not optimal solo, BUT as a support group with ember demon heals contributes a TON of debuff on teams. As simplistic and unadorned as it is, Glue Arrow really can stick your spawns in the Oil Slick. TA definitely features the kill zone factor.
  5. Knockback affects some pets differently. IMO robots don't care one whit whether something is knockback. The other pet that seems to be fine with modest kb is the zombies. Necro/Storm is a very good synergy; I wouldn't suspect that Thunderstrike would bother them much. Necros aggression rate seems a bit slower on the uptake and their aggro/perception range appear less than the other pets, which fits in with kb sets.
  6. You are right TopDoc, and clockwork are different from Tsoo (with caltrops) and Freakshow, with grenade launchers.
  7. I am still in favor of a weekend gaming session, especially so our EU contingent does not have to stay awake until 5AM their local time to finish a rousing TF . Informally, and non-repeating style, I am suggesting 4PM EST on Sunday. I hope our new affiliate from Der Nederlands is able to join.
  8. Stat by Stat

    Defense / -tohit: Sick and WRONG (dark, storm, FF, time)
    Damage: SICK - some damage buff from temporal selection - we still need our top tier pets (All types of damage dealt except maybe psy,and good mix of melee and range attacks)
    Resistance: Very Sick (Demon aura, sonic shields, thermal shields, steamy mist, and shadow fall)
    Mezz protection: We were running with a sonic AND an FF dispersion, aka no stunned/held/immobile pets
    Speed debuff/-recharge: Sick and WRONG ( 2 snowstorms, 2 freezing rains, and a time MM)
    Damage Debuff: Sick - time juncture and darkest night took a nice bite out of that. (Another reason that Babbage and Clockwork King were pushovers.)
    Resistance/Defense Debuff: SICK and WRONG - Freezing Rain, Tar Patch, Thugs gunfire, Sonic disruption, sonic siphon)

    Looking at that, yes we can run +4
  9. Informal meeting time 5PM? Let's say bang out the next Taskforce: Synapse at 6PM EST? All the minions should make short work of the millions of clockwork.
  10. It is an unusual build in that you didn't slot for damage; however, you already hit 50, go for musculature and kinetics cranks your own damage at this point in the game. You have the IO sets cranking plus the hasten brings back everything as fast as you can handle anyway.

    If you twisted my arm, I would suggest putting Celerity +stealth in sprint for more flexibility in your own stealth mode, and a winter's gift slow protection in the superspeed.
  11. I love my dark/dark blaster level 33 shadoe nose. He is a swiss army knife of blasting. I do not understand the anti-synergistic comment at all. Build up, THEN blast. Follow the tank in, wait a couple sec's for the tank get aggro, hit buildup, hit blackstar, pop blue pez, suck endurance from any survivors - got to love the 95% accuracy cap.

    I don't nuke every spawn, because the teams usually move that fast. I could sit there and spam my single target tentacle with the tenebrous tentacles non-stop. The melee attacks have no kb. It's not end efficient, but shadow maul/sands of mu is good for munching a lot of minions fast.

    I did take the cone knockback power, but it's a tool in my swiss army knife, certainly not a featured go-to attack chain member. The dark hold is gold! I didn't take a snipe either.
  12. Our team on New Year's had a rogue MM that is crossing over to Heroes to join the SG. We were running level 30+ hero tips with 2 or 3 MMs still on DOs. We had some slips but it was a far better experience than most PuGs. Death to automatons! Long live the mastermind!
  13. We had up to six masterminds for a special New Years Day spectacular. The newbies, at least I did, all hit level 17 in about 3.5 hours.

    Some of the masterminds wanted to know if they should go vigilante to play it on both sides. I suggested to stay hero for now to build prestige.
  14. I will be running a special Sunday New Years Day session for beginning MM alts and anyone else that wants to run DFB and the Posi TFs. I will coordinate not dictate what we do. @psylenz and hanging out at the big globe in Atlas ~4pm EST. I hope to see a good turnout . Again the all-MM supergroup and this activity are on Exalted.
  15. So, Comicsluvr, let's do a little FAQ:

    1. If I have a mastermind on Exalted, and I want to play some nights or other but not join the Mastermind SG, is my mastermind welcome?

    2. If I have a mastermind that plays on Wednesday night, is my mastermind welcome on Friday- barring the Friday team filling with new people?

    3. If I have a cool illusion controller with 4 pets, is that a mastermind ?

    4. Do I have to bring a certain set or can I play a petless mastermind?

    5. What is the horizontal velocity of an unburdened swallow?
  16. 5 mixtures of buffing/debuffing masterminds: 2 stormies, 2 sonics, and a pain (2 ninjas, 1 necro, 1 demon, and 1 thugs), we rolled. When the stormies picked up freezing rain the same level the sonics got disruption fields, it was like we popped the clutch in third gear and barked the tires. That combination just got seriously deadly.
  17. Quote:
    Originally Posted by Thoran_EU View Post
    Hi, Thanks for the replies.

    The reason i didn't have Slowed Response slotted more is that I can't find a good way to use it. I agree with you it's a very nice debuff, but if i use it on a minion/luit, the crit is dead in 2 hits, and also on most bosses i feel it's potential is wasted.
    So if you got any good tips on using that power, please tell me
    Also, i'm wondering where te slots you used in that power came from, and why you chose those powers and those slots to take?
    Most of the slots I took from powers that had the luxurious procs in them. I didn't want to bust up your set bonuses. I believe on Slowed Response you are overlooking the little nugget that it is a targeted AOE power, like glue arrow, acid arrow. It's a one 'tick' freezing rain.
  18. In many ways, time does compare to traps. One significant aspect that has not been emphasized is the FFG providing mezz protection to those affected. This is especially critical to a mastermind getting mezzed and time juncture dropping. Also, on traps if you are mezzed, the acid mortar keeps popping, poison gas trap will go off, triage beacon heals. On time, while mezzed you have good old distortion field in place.

    As aside, I have the question whether an Achilles Heal in Slowed Response will stack -res on -res. [drool]
  19. For a road less traveled, Dark/Dark blaster is really fun. It also includes an endurance replenishing power for more nuking!
  20. Quote:
    Originally Posted by Psylenz View Post
    Some indicated interest, but I am not jumping to conclusions. If you want in on Wednesday, please let me know. This is the current roster.

    OP: Comicsluvr, set a day and time and people will fill in. This IS viral.

    I would start a group at 5PM EST (GMT +7?) on Wednesday. I will have a Necro/Sonic ready. Jump in if you can, we can be more spontaneous for weekend start times.

    1. My Necro/Sonic
    2. Zybron1: Zyph: Demon/thermal
    3. Thoran_EU: Necro/time
    4. Honcho: Beelze Babe: Demon/Sonic
    5. Ricohdah: Bennywise: Necro/Dark
    6. Sir Hextor:
    7.
    8.

    Reserve a spot if you want. If not enough other takers for this, I can re-start another day, another time.

    Planned organization day (meet and greet, optional thing) Dec 28th 5PM ish EDT. First Death from Below: 1/4
  21. I am in a fairly decent sized SG on Exalted. We have most of the teleport pads. I contacted Comicsluvr and offered coalition to get the ball rolling.
  22. Quote:
    Originally Posted by Sir Hextor View Post
    Can I sign up for both the wednesday and friday team slots? Thugs/Pain. I also have the slots and concepts that I could just add another MM for alternate days.
    I don't see why we couldn't; we have available openings. I personally would NOT exclude anyone from the All MM SG from joining in on the Wednesday crew. It would be like Daredevil with a guest appearance in a Spidey comic.

    Supersidekick for the Win!!
  23. Hi Thoran,

    I have a suggested build to grow into the proc daddy you suggested. Also, your Demons and Demon Prince will pass out from lack of oxygen before you get close to level 50. Franken-slotting for these two pet sets, and this IS unique to Demons, is generally indicated. The heals, the resistance aura, the non-damage debuff and cold auras are NOT mitigated for endurance cost by Pet DAMAGE IO sets, and it's the price Demons pay for being so awesome.

    It has been in the experience of this Demon Summoner and others that especially in the 2nd tier, you need endurance, resistance and heal enhancements. At level 50 (47?), 2 Centrioles and 2 Golgi, hamidon origin enhancers, will be so fine for the late game.


    Villain Plan by Mids' Villain Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Time Manipulation
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Concealment

    Villain Profile:
    Level 1: Summon Demonlings -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(3), SvgnRt-Acc/EndRdx(3), SvgnRt-Acc/Dmg/EndRdx(5), SvgnRt-Acc(5), SvgnRt-PetResDam(7)
    Level 1: Time Crawl -- TmpRdns-Acc/EndRdx(A), TmpRdns-Acc/Slow(34), TmpRdns-Rng/Slow(36), TmpRdns-EndRdx/Rchg/Slow(36), TmpRdns-Acc/Dmg/Slow(36)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-EndRdx/Rchg(11)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), ImpSwft-Dam%(50)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Crack Whip -- FrcFbk-Rechg%(A), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Summon Demons -- SvgnRt-Acc/Dmg/EndRdx(A), SvgnRt-Acc/Dmg(19), Heal-I(21), Heal-I(21), ResDam-I(23), EndRdx-I(23)
    Level 14: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(42), Dct'dW-Heal/Rchg(42)
    Level 16: Distortion Field -- UbrkCons-Acc/Rchg(A), UbrkCons-Dam%(37), UbrkCons-Acc/Hold/Rchg(37), UbrkCons-Hold/Rchg(37), UbrkCons-Hold(39), Lock-%Hold(46)
    Level 18: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(25), ExRmnt-EndRdx/Dmg/Rchg(25), ExRmnt-+Res(Pets)(27), C'Arms-+Def(Pets)(27), RechRdx-I(48)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Rchg/Hold(40)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), EndRdx-I(48)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Summon Demon Prince -- EdctM'r-PetDef(A), EdctM'r-Acc/Dmg/EndRdx(33), P'ngTtl-Acc/Slow(33), P'ngTtl-Dmg/Slow(33), P'ngTtl-Acc/EndRdx(34), P'ngTtl-EndRdx/Rchg/Slow(34)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def/EndRdx(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Slowed Response -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb(46), ShldBrk-Acc/DefDeb(48), ShldBrk-Acc/Rchg(50), ShldBrk-DefDeb/EndRdx/Rchg(50)
    Level 38: Chrono Shift -- Dct'dW-Rchg(A), Dct'dW-Heal/EndRdx(43), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45)
    Level 41: Tactics -- EndRdx-I(A)
    Level 44: Stealth -- LkGmblr-Rchg+(A)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Acrobatics -- EndRdx-I(A)
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), EndMod-I(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run


    I also slotted up Slowed Response more, as it is a formidable debuff.
  24. I agree with New Dawn's analysis. I REALLY like time juncture. Think of it as a pulsing fulcrum shift -debuff- with a moderate size tohit debuff. I like to be in melee range with this first, and then pop back to the rangers to help finish up the stragglers and pesky roaming foes.

    Also, temporal mending increases heal, and it is heal over time. I PRE-HEAL, hit it before popping into melee. The beneficial ticks cover your rangers with heal over time. They don't have to be damaged first. Then, this allows you to debuff like mad during the opening salvos.

    Another techique I use is to hover over the team. This does cause some visual blurring with time juncture, but you are less like to be block by obstacles with your pbaoe goodness.
  25. I took my modernish Rad/dark, substituted ice, ramped up the sets on some blasts (ice vs. dark). I went for max recharge, some mezz protection, some psy damage protection. The idea on my rad is to rush/tp in with choking cloud on, hit Buildup EM Pulse: BAM insta-hold.

    Warning. On teams where tanks cannot count to 15 and there is a huge pull, you can and WILL pull a ton of aggro. This is where surprise, total inviz (SS+stealth) and the cloud will help.

    I like to play melee-fenders. Controllers and defense buffers are your friend.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Terrabyte with ICE: Level 50 Natural Defender
    Primary Power Set: Radiation Emission
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Radiant Aura -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/Rchg(3), Numna-Heal/EndRdx(5)
    Level 1: Ice Bolt -- Acc-I(A), Dmg-I(5), Entrpc-Dmg/EndRdx(7), Entrpc-Acc/Dmg(7)
    Level 2: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11), EndMod-I(11), EndMod-I(13)
    Level 4: Ice Blast -- Decim-Dmg/EndRdx(A), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg(15), Decim-Build%(17)
    Level 6: Radiation Infection -- DampS-Rchg/EndRdx(A), DampS-ToHitDeb/Rchg/EndRdx(9), DampS-ToHitDeb(17), DampS-ToHitDeb/EndRdx(19), DampS-ToHitDeb/Rchg(19)
    Level 8: Super Speed -- Winter-ResSlow(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
    Level 12: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/Dmg/Slow(23), TmpRdns-Acc/EndRdx(25), TmpRdns-Rng/Slow(50), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(21)
    Level 16: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
    Level 18: Recall Friend -- IntRdx-I(A)
    Level 20: Assault -- EndRdx-I(A)
    Level 22: Choking Cloud -- NrncSD-Acc/EndRdx(A), BasGaze-Rchg/Hold(31), NrncSD-Dam%(31), BasGaze-EndRdx/Rchg/Hold(33), EndRdx-I(33), Lock-%Hold(33)
    Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(34)
    Level 26: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(36), Posi-Dam%(36)
    Level 28: Fallout -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(29), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37)
    Level 30: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(37), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(48)
    Level 32: EM Pulse -- NrncSD-Acc/Rchg(A), NrncSD-Acc/Hold/Rchg(39), RechRdx-I(39), RechRdx-I(39), NrncSD-Acc/EndRdx(40), P'Shift-EndMod/Acc(40)
    Level 35: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(40), AdjTgt-ToHit(42), AdjTgt-ToHit/Rchg(42), AdjTgt-EndRdx/Rchg(42), AdjTgt-Rchg(50)
    Level 38: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 41: Power Build Up -- RechRdx-I(A), RechRdx-I(45)
    Level 44: Temp Invulnerability -- Aegis-Psi/Status(A), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResPsi(46)
    Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)