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Posts
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Joined
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While researching I found that apparently a FF mastermind is wise to slot for ranged defense bonuses, hence the 6-slot blood mandates and such. Perhaps that is only if you plan to PVP or something?
My goal is simply to get the most bang for my buck on this character without breaking the bank. Don't suppose I could get a link of a good sample build for a PVE based build for Robots/Forcefields? Thanks -
Group Fly is flavor/rp/awesomeness.
I can look into moving the souldbound proc, or just dropping it.
I didn't take fitness so needed the recovery procs especially so. Obviously they can't go into health so I put them in the heals I do have. Can drop them completely if you guys think its viable -
Heya,
This is an alt, so not looking to spend a lot on purples or LOTG recharges. This is for PVE only, possibly TFs on occasion but mostly solo missions. Basically I have no experience IO'ing out a mastermind, so if I am doing something dumb in the build or if something could majorly be improved, let me know. Thanks in advance!
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Presence
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
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
- (5) Blood Mandate - Accuracy/Damage/Endurance
- (5) Blood Mandate - Accuracy
- (7) Blood Mandate - Damage
- (A) Thunderstrike - Damage/Endurance/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (A) Red Fortune - Defense/Endurance
- (7) Red Fortune - Defense/Recharge
- (9) Red Fortune - Endurance/Recharge
- (9) Red Fortune - Defense/Endurance/Recharge
- (11) Red Fortune - Defense
- (11) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (13) Red Fortune - Defense/Recharge
- (13) Red Fortune - Endurance/Recharge
- (15) Red Fortune - Defense/Endurance/Recharge
- (15) Red Fortune - Defense
- (17) Red Fortune - Endurance
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (17) Accuracy IO
- (A) Flight Speed IO
- (A) Soulbound Allegiance - Chance for Build Up
- (19) Blood Mandate - Accuracy/Damage/Endurance
- (19) Blood Mandate - Damage/Endurance
- (21) Defense Buff IO
- (23) Defense Buff IO
- (50) Edict of the Master - Defense Bonus
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Luck of the Gambler - Defense/Endurance
- (23) Luck of the Gambler - Defense/Endurance/Recharge
- (25) Luck of the Gambler - Endurance/Recharge
- (25) Luck of the Gambler - Defense/Recharge
- (A) Miracle - Heal/Endurance/Recharge
- (21) Miracle - Heal/Recharge
- (29) Numina's Convalescence - Heal/Recharge
- (29) Numina's Convalescence - Heal/Endurance/Recharge
- (33) Numina's Convalescence - Heal
- (34) Numina's Convalescence - +Regeneration/+Recovery
- (A) Miracle - Heal/Endurance/Recharge
- (27) Miracle - +Recovery
- (27) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Heal/Endurance/Recharge
- (33) Numina's Convalescence - Heal/Recharge
- (34) Numina's Convalescence - Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (34) Red Fortune - Endurance/Recharge
- (36) Red Fortune - Defense/Endurance/Recharge
- (36) Red Fortune - Defense
- (50) Red Fortune - Endurance
- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Defense/Recharge
- (33) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (39) Red Fortune - Endurance
- (A) Blood Mandate - Accuracy/Damage
- (40) Blood Mandate - Damage/Endurance
- (40) Blood Mandate - Accuracy/Endurance
- (40) Blood Mandate - Accuracy/Damage/Endurance
- (42) Blood Mandate - Accuracy
- (42) Blood Mandate - Damage
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
- (43) Adjusted Targeting - Endurance/Recharge
- (43) Adjusted Targeting - To Hit Buff/Endurance
- (43) Adjusted Targeting - Recharge
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (36) Stupefy - Accuracy/Endurance
- (37) Stupefy - Chance of Knockback
- (39) Stupefy - Stun/Range
- (39) Stupefy - Accuracy/Stun/Recharge
- (46) Stupefy - Endurance/Stun
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Defense/Recharge
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (48) Basilisk's Gaze - Recharge/Hold
- (A) Endurance Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Set Bonus Totals:- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 5% Defense
- 7.5% Defense(Fire)
- 7.5% Defense(Cold)
- 13.4% Defense(Energy)
- 13.4% Defense(Negative)
- 23.1% Defense(Ranged)
- 9.38% Defense(AoE)
- 12% Enhancement(Heal)
- 38.8% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 63.2 HP (7.88%) HitPoints
- MezResist(Immobilize) 8.8%
- MezResist(Stun) 3.3%
- 16% (0.27 End/sec) Recovery
- 44% (1.48 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
Set Bonuses:
Blood Mandate
(Battle Drones)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Force Bolt)- 2% (0.03 End/sec) Recovery
(Deflection Shield)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Insulation Shield)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Protector Bots)- 1.5% (0.03 End/sec) Recovery
(Protector Bots)- 5% Defense
(Fly)- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Personal Force Field)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
(Aid Other)- 2.5% (0.04 End/sec) Recovery
(Aid Other)- 12% (0.4 HP/sec) Regeneration
- 15.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Aid Self)- 2.5% (0.04 End/sec) Recovery
(Aid Self)- 12% (0.4 HP/sec) Regeneration
- 15.1 HP (1.88%) HitPoints
- 6% Enhancement(Heal)
(Dispersion Bubble)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Maneuvers)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Assault Bot)- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Tactics)- 2% DamageBuff(All)
- 1.26% Resistance(Energy,Negative)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Repulsion Bomb)- 2.5% (0.04 End/sec) Recovery
- 15.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Scorpion Shield)- 10% (0.34 HP/sec) Regeneration
- 9.04 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
(Web Cocoon)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
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I pictured/predicted the Demon Prince looking not-too-unlike the large behemoth COT demons. It is hard to discern him (at a glance) vs the other MM tier 3 pets
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Good discussion. And thanks War Admiral for the build, gives me a good baseline to work with.
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My opinion only: Illusion is the best pairing for Empathy in game, beating all Defender secondaries. I respect anyone who disagrees with this, again its my opinion only after playing many Empathy combinations.
Phantom Army is the anti-alpha and often means no need for a designated "tank" at all
Deceive/Confuse is not available to Defenders and is another awesome mitigation able to be deployed before the fight begins
Group Invisibility to the whole team and all pets with one click, which means easy stealthing and/or defense boost to all
To me those are the main three perks for Empathy being paired with Illusion vs other sets
Just... win -
I haven't seen any recent threads on this so hoping to get some insight. I've already got a SS/Fire Brute for Liberate TV, but after so long, it gets extremely boring.
I'm ready to accept that no VEAT will probably be able to farm as fast/efficiently as my Brute. That being said, it sounds fun to level a good VEAT that can at least farm at a respectable rate. Even if only against one particular faction. I could ensure I had a good farm mission setup for this character to farm on.
I have basically no experience with any of the VEATs or variations. If there was one particular VEAT that could farm decently, which one would you say it'd be? Go ahead and assume a pretty nicely IO'd out build, except perhaps the expensive purple sets. Thanks in advance! -
Since I won't get a chance to play my MM much until this weekend, I'm wondering if anyone wants to give their opinions on powers you can skip without gimping yourself too much.
The problem I am seeing is, all the personal attacks and Hell on Earth are looking very appealing, where generally those equivalent powers are easily skippable with other MMs. So unless you go with a light secondary like Force Fields, you will have to make some potentially painful tradeoffs.
Is Hell on Earth as nice as it appears to be? Also, if you were to use only one of the three personal attacks, which one would it be? -
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Possible end-all solution:
Both upgrade powers are passive, always on, no endurance cost
Overpowered? How about:
First upgrade power is passive, always on, no endurance cost
Second upgrade power stays as its current form *OR* changes back to a single target power -
I've got a good ss/fire brute going. I farm Nemesis with this guy and plan to until GR at which point I'm undecided what I will do. I've accumulated some wealth so looking to respec into some upgraded sets, but at the level 49 power I find myself torn between Temperature Protection and Weave.
Temperature Protection: Fire resistance, +1.5%HP Titanium Coating 3pc, takes -KB IO but I don't need it since I have -12KB elsewhere
VS
Weave: Defense (not great against Nemesis,) takes 7.5% recharge LotG IO, frees up 2 slots to place elsewhere
So in summary:
1.5% HP and good fire protection VS 7.5% recharge + 2 free slots
I'm leaning towards Weave for the +recharge, but wanted to make sure I wouldn't regret losing the extra fire protection. Thanks -
I know already I am rolling two DS'ers. First being /thermal and the second being /poison
I plan to take all personal attacks as I level, then later as I get more abilities available I will change specs and likely keep only one or two attacks -
Why do they call it the Xbox 360? Because when you see it, you'll turn 360 degrees and walk away!
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Quote:Natually, if more advanced controls were implemented they would be optional if the player chose to utilize them. If desired, a player would continue to play exactly the same as today. I thought that was a given...And you want to have to specify which attack each henchman uses too? I'm already busy with controlling my pets.
I'm sure there's a billion ways they could improve pet AI, I was simply making mention to one such option. Plus it wouldn't have to be nearly as complicated as you make it sound. It could even be /bind based only for advanced players -
I know its another game but its a perfect example of what I mean
In Warcraft, your pets have their own pet bar with abilities. You can either click the ability when you want the pet to use it, or simply put the ability on auto-pilot, like MM henchmen powers are right now
Example: Grave Knight's Gloom or Bruiser's Hurl Boulder
You generally would want to keep these abilites on manual use only for purposes like pulling or attacking fliers, etc. You would likely keep their melee abilities on auto-pilot like they are currently. With the ranged abilties on manual only, the henchmen will always know to run into melee range by default, vs you having to tell them to GOTO each and everytime
I just think it would add a lot of depth and sense of needed control for MM henchmen. Not to mention would be much more fun overall -
When researching drop mechanics its often very easy to draw incorrect conclusions
For a short time I was under the impression if you were in a full team of eight, and defeated one foe, the game would "roll" once per player for recipes, so eight times. I have since concluded that is not the case, and the game actually only rolls once, and if a recipe is generated, the recipe is given to a random team member. At least that is my conclusion. If I am wrong please correct me
Possible suggestion to the devs: If a recipe drops in a team, consider possibly making the game only distribute the recipe to someone who actually has room for it. Being completely deleted instead of going to someone with room in their inventory doesn't sound very right -
Penalty: Basically no damage at all for 10 seconds
IMO: Annoying me for 10 seconds shouldn't be the "balance" for having a nice damage buff. I personally wouldn't object to the idea of nerfing the +damage from this power, if they would also remove or reduce the -damage penalty at the end
That being said, I've learned to make due and simply utilize the "no damage" time to combine inspirations and delete unwanted salvage/recipes
Still annoying though :-P -
I run my RL friend / roommate through farm missions occasionally. I let him afk at the door and the only condition is he has to give me all purple recipes and respec recipes he gets
So that's where my question kicked in. From what I am reading, I need to require him to delete his crap drops regularly, else I am potentially screwed out of good drops -
Two players are doing a mission together. One is PlayerA the other is PlayerB
A purple Hecatomb pattern drops, and it goes to PlayerB
But what if PlayerB's recipe inventory happened to have been full? What then?
1) It goes to PlayerA since PlayerA has room in his inventory?
2) The pattern is simply "deleted" since there wasn't room in PlayerB's inventory?
3) Other answer?
Common sense tells me 1) is or should be the correct answer. But as we know, things don't always happen or pan out that way
I imagine this is something only a Dev can give an accurate answer to, but if anyone happens to know, please respond. Thanks in advance -
Goal:
To press a key or a button on my interface to delete unwanted recipes
Long version:
When farming, I am constantly having to remove recipes from my inventory to ensure there is room for more desired recipes, and after a while it gets annoying to:
1) Scroll to and click the category of the recipe I want to delete
2) Right click the recipe I want deleted
3) Click delete recipe or press D
4) Run the risk of accidentally deleting a recipe I want to keep
Its fine to simply use the normal interface during normal play. But when farming, it gets old and tedious very quickly, so it'd be awesome if I could simply press a key or button and automatically delete all recipes that are undesired. Here's an example of what I mean:
/bind L "delete (Recipe) Endurance Reduction$$delete (Recipe) Range$$delete (Recipe) Accuracy"
OR
/macro DelRec "delete (Recipe) Endurance Reduction$$delete (Recipe) Range$$delete (Recipe) Accuracy"
Unfortunately I am afraid there is no way to do this but that's why I am posting. I hope I am wrong
Thanks in advance! -
I'd love to hear if anyone has tested thoroughly with /Thermal. It's sounding like the built-in resists would stack very well with Thermal shields
Also, any impressions thus far of which one personal attack you would settle on if you were to only take one? I'm speculating the slower ST one, but the cone one sounds nice too -
Scale of 1-10? I'd give Masterminds a 5. It's very safe, and for short periods of time it can be very fun. But overall you will be spending too much time herding and setting up everything, where another AT like a Brute for example, can just jump in, smash everything, and move on to the next spawn
If you are farming you want it to be very fast and very efficient. Sadly MMs come up short in that area, at least from what I've seen compared to certain other ATs -
Thanks for all the builds. Really enjoying my SS/Fire