The_Static_Man

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  1. I'm debating over this and Thug/Time for my next overkill mastermind
  2. Those kinds of powerset combos (as people have correctly pointed out) just require a little bit of work in the form of IOs and wise power selections. /FF masterminds are easily the most survivable but only if you stack your defense as much as possible, you have to make up for the fact that you don't have anything in the form of quality debuffs against your foes.

    And yes, take Provoke and do a bit of Tankerminding, It really helps to break up and spread the damage across more, and you'll find it'll be easier to soft-cap your own defenses than it is to do on your minions, so foes will have a harder time landing attacks.
  3. For primaries, Thugs or Demons would be the best options, anything that will benefit the most from the damage and recovery bonuses. Pet powers are unaffected by recharge enhancement or buffs. A good secondary would probably be Traps, Dark or perhaps even Thermal. Traps and Dark are notorious endurance pigs and also as a general rule of thumb, the quicker you can get your powers up, the more effective the set becomes.
  4. The_Static_Man

    demon MM/Storm

    You will most likely find that if you use the power analyser on a foe, the diamagnetic proc will still fire from your pets, it's a known bug for the icons to not appear on your pets thus making it "appear" to not be working.
  5. There's alot left to be desired in your build there and it's all been summarised in those last two posts.

    Here's a build I had lying around in mids, this is sort of what you want to be aiming for. It's far from perfect, but power and slotting wise it's fairly close.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Robo/Traps: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Battle Drones -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(3), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(5), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Dmg(7)
    Level 1: Web Grenade -- TotHntr-Dam%(A)
    Level 2: Caltrops -- RechRdx-I(A)
    Level 4: Triage Beacon -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-EndRdx/Rchg(11), Dct'dW-Rchg(50)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Acid Mortar -- Achilles-ResDeb%(A), LdyGrey-%Dam(11), ShldBrk-Acc/DefDeb(13), Posi-Dam%(13), RechRdx-I(15), ShldBrk-%Dam(15)
    Level 12: Protector Bots -- DefBuff-I(A), SvgnRt-PetResDam(17), EdctM'r-PetDef(17), S'bndAl-Dmg/Rchg(19), S'bndAl-Dmg(19), S'bndAl-Acc/Dmg/Rchg(21)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(23)
    Level 16: Force Field Generator -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(46)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(50)
    Level 20: Poison Trap -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(27), Lock-Rchg/Hold(29), Lock-Acc/Rchg(29), Lock-Acc/Hold(31)
    Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/Rchg(33), GSFC-ToHit(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 26: Assault Bot -- BldM'dt-Dmg(A), S'bndAl-Build%(34), BldM'dt-Acc/Dmg(34), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(36), BldM'dt-Acc/Dmg/EndRdx(36)
    Level 28: Seeker Drones -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-%ToHit(31), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/Rchg(37), SipInsght-Acc/ToHitDeb(37), SipInsght-ToHitDeb(39)
    Level 30: Provoke -- Zinger-Dam%(A), Zinger-Taunt(39), Zinger-Taunt/Rchg(39), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(42), Zinger-Taunt/Rng(46)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Super Speed -- Run-I(A)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43), LkGmblr-Def/Rchg(43)
    Level 44: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(45), TotHntr-EndRdx/Immob(45), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(48), TotHntr-Acc/EndRdx(48)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(42)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(40)



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  6. Demons are easily the best all-round set. They have great debuffs, they have some heals and beef behind them and the're not far under Thugs in terms of damage.

    My main toon is a Demon/Traps and have found her to be such a joy to play. It is a set that does require a bit of investment but once you got some defense and recharge set bonuses in, it's nothing but profit from then on. They seem to be a little uncommon probably because they don't really fit thematically. Traps has quite a bit of activity and it kind of rewards using a bit of strategic planning. But I know that I can run most standard missions on max difficulty without much hassle

    Also Demon/Dark is another nice combination. Great AoE debuffs and they don't require much investment to kick some ***.


    Pretty much both combos are really in line with each other, If you're looking for an active set that kicks some serious *** then either one of those will definitely be your answer. Oh also, Crack Whip is probably worth taking out, the -res just stacks with all the other -res getting tossed around so it's nothing but profit IMO.
  7. You don't seem to have many IO sets slotted in, I'm not sure if it'd because you're a little cash-strapped or if you just haven't had any ideas in.


    Anyway below is my take on the build, it's going to be a fair bit more expensive but I've tried to keep the price down on it.

    Either way the main things you want to aim for is:

    1. Defense: Aiming for defense in sets is going to help immensely with mitigating the damage when you're dealing with large mobs.

    2. Pet aura procs: I put them in Hell on Earth to free up room in my other pet powers. Having all 4 of them is going to greatly increase your pet survivability and give you a chance to keep on top of the heals.

    3. IOs, it's best to get as many IO sets in as you can, particularly ones that offer good bonuses such as health increase, defense and recharge.


    I haven't spent a huge amount of time on this build so it's far from perfect, but it should be solid. It's primarily there for ideas of where you should be heading to. Much of the rest still comes down to individual playstyle so have a toy from there and see why some of the sets are used the way they are.



    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Infinite Fox: Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Pain Domination
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Heat Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Nullify Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
    Level 2: Soothe -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
    Level 4: Share Pain -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(25), LkGmblr-Def/Rchg(25)
    Level 12: Summon Demons -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(19), EdctM'r-Dmg(21), EdctM'r-Acc/Dmg(21), EdctM'r-Dmg/EndRdx(23), Dct'dW-Heal/EndRdx(23)
    Level 14: Fly -- Frbd-Stlth(A), Frbd-Fly(40)
    Level 16: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(46)
    Level 18: Hell on Earth -- C'Arms-+Def(Pets)(A), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(40), EdctM'r-PetDef(43)
    Level 20: Suppress Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(33), Dct'dW-EndRdx/Rchg(34)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 26: Summon Demon Prince -- BldM'dt-Acc(A), BldM'dt-Dmg(27), BldM'dt-Acc/Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Dmg/EndRdx(29), BldM'dt-Acc/Dmg(31)
    Level 28: World of Pain -- Aegis-ResDam(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx(36), S'fstPrt-ResDam/Def+(36)
    Level 30: Conduit of Pain -- RechRdx-I(A)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Anguishing Cry -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/EndRdx/Rchg(36), ShldBrk-DefDeb/EndRdx/Rchg(37), ShldBrk-DefDeb(37), RechRdx-I(37)
    Level 38: Painbringer -- Dct'dW-Heal(A), Dct'dW-Rchg(39), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40)
    Level 41: Fire Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(50)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 47: Char -- G'Wdw-Acc/Rchg(A), G'Wdw-EndRdx/Hold(48), G'Wdw-Acc/Hold/Rchg(48), G'Wdw-Acc/EndRdx(48)
    Level 49: Enforced Morale -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
    Level 4: Ninja Run
  8. The_Static_Man

    Alpha Slotting

    Paladiamors is correct here, pets don't get affected by any kind of recharge effects, bit like the judgement and destiny powers, only the summon power will see any benefit. Best just sticking to your damage alpha.
  9. The_Static_Man

    Pet Commands

    Yeah the pet commands are a little bugged in that respect, It's pretty much the same for MMs across the board though melee oriented pets to tend to be worse in this respect.

    I also happen to use a similar tactic that Dechs Kaison mentioned, just set them to follow again and it will reset their aggro list. I personally have all commands keybinded with also single pet command bound to Alt+(key) If you find one pet running off you can select them and quickly set the single pet to follow you again, much better than having all your pets cease action for a second.

    The GoTo command afterwards can help but while in defensive the pets still waits until either it's attacked or your attacked before retaliating. If you tankermind and try to get most of the damage going through you then I find pretty quickly that by the time your pet is back at your side it's already found another target so the downtime is pretty minimal.
  10. First thing that strikes me is it will be expensive, VERY expensive. So unless you got the money of course you may want to rethink some of those PvP IOs, your Glad Armour TP/+Def is well over 2bil for starters.

    Besides that a few minor changes.

    Stamina: throw in another Performance Shifter in place of the end mod IO. the 1.88% health increase will outweigh the measly 2.5% reduction in recovery rate.

    Challenge: lose this power, get something like Grant Invis. Take out Provoke at level 30 rather than 50. If you get Grant Invis at level 50 you can throw in another LOTG 7.5.

    Hover: Put your 5th LOTG 7.5 in here and a defense IO instead of your Soaring set.


    Here's my little take on your build, did a few additional changes in sets to squeeze out a little more defense and recharge, I haven't personally done bots/traps but my main toon is a Demon/Trap so take a look to see what you think. You already have a pretty solid build so I think these finer details are probably going to reflect personal taste and play style.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Robo/Traps: Level 50 Technology Mastermind
    Primary Power Set: Robotics
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Concealment
    Power Pool: Presence
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Battle Drones -- Acc(A), Acc/Dmg(3), Dmg/EndRdx(3), Acc/EndRdx(5), Acc/Dmg/EndRdx(5), Dmg(7)
    Level 1: Web Grenade -- Dam%(A)
    Level 2: Caltrops -- Dam%(A)
    Level 4: Triage Beacon -- Heal/Rchg(A), Heal(7), Rchg(9), Heal/EndRdx(9), Heal/EndRdx/Rchg(50)
    Level 6: Equip Robot -- EndRdx-I(A)
    Level 8: Hover -- Rchg+(A), Def(11)
    Level 10: Acid Mortar -- ResDeb%(A), %Dam(11), Dam%(13), Dam%(13), Acc/Rchg(15), Acc/Dmg/Rchg(15)
    Level 12: Protector Bots -- DefBuff-I(A), PetResDam(17), PetDef(17), Dmg/Rchg(19), Dmg(19), Acc/Dmg/Rchg(21)
    Level 14: Fly -- ResKB(A), Travel(21), Travel/EndRdx(23)
    Level 16: Force Field Generator -- Rchg+(A), Def(23), Def/EndRdx(25)
    Level 18: Maneuvers -- Rchg+(A), Def(25), Def/EndRdx(27), Def/Rchg(50)
    Level 20: Poison Trap -- Acc/EndRdx/Rchg/Hold(A), EndRdx/Rchg/Hold(27), Rchg/Hold(29), Acc/Rchg(29), Acc/Hold(31), %Hold(31)
    Level 22: Tactics -- Build%(A), ToHit/EndRdx(31), Rchg/EndRdx(33), ToHit/Rchg/EndRdx(33), ToHit/Rchg(33), ToHit(34)
    Level 24: Stealth -- Rchg+(A)
    Level 26: Assault Bot -- Dmg(A), Build%(34), Acc/Dmg(34), Dmg/EndRdx(36), Acc/EndRdx(36), Acc/Dmg/EndRdx(36)
    Level 28: Seeker Drones -- Acc/EndRdx/Rchg(A), ToHitDeb/EndRdx/Rchg(37), Acc/Rchg(37), Acc/ToHitDeb(37), ToHitDeb(39)
    Level 30: Provoke -- Dam%(A), Taunt(39), Taunt/Rchg(39), Taunt/Rchg/Rng(40)
    Level 32: Upgrade Robot -- EndRdx-I(A)
    Level 35: Trip Mine -- Dam%(A), Dam%(46), %Dam(46)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Charged Armor -- 3defTpProc(A), End/Res(42), ResDam(42), Psi/Status(43), ResDam/EndRdx(43), ResDam/Def+(43)
    Level 44: Electrifying Fences -- Hold%(A), Immob/EndRdx(45), Acc/Rchg(45), Acc/Immob/Rchg(45), Immob/Rchg(46)
    Level 47: Electric Shackles -- Hold(A), Hold/Rchg(48), Acc/Hold/Rchg(48), Dam%(48), Acc/Rchg(50)
    Level 49: Grant Invisibility -- Rchg+(A)
    ------------
    Level 1: Brawl -- Dam%(A)
    Level 1: Sprint -- Stlth(A)
    Level 1: Supremacy
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Regen/Rcvry+(A), Rcvry+(42)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- End%(A), EndMod(40), EndMod/Rchg(40)
  11. The ninjas do have a tendancy to keep in melee range alright from my experiences. They only occasionally will stand there and fire a few arrows but will eventually close in on their target.

    Like Entropic said, use your knockback in moderation and you won't have any dramas. It can be quite effective to just run around circling the mob to make sure everything stays in the middle and push back in anyone that tries to run, using that rather than diving straight into the middle with hurricane turned should give you better packed groups and your pets can do what they do best.
  12. Pet powers ignore any recharge benefits, both enhancements and buffs.
  13. I've slightly modified the slotting for the pets to show how I've slotted my demons.
    Moved a slot from health and put it in DS, a heal buff in there is going to do much more than a small increase in regen.

    Demons are far better off with a heal enhancement, the resistance buff does not boost inherient defense, only the demon's ember shield which doesn't give a very huge buff. Soulbound Allegiance's chance for buildup is a must have power. I find it personally fits with the Tier II demons the best due to all their AoE and cone attacks.

    Also you can't not take out your second upgrade.


    Demons won't require much maintenance, they behave pretty well and since the ember demon heals, you don't even need to heavily focus about keeping on top of heals. All you really need to do is just throw down your debuffs and the rest should handle itself from there.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11)
    Level 4: Lash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(15), Hectmb-Dam%(15)
    Level 6: Enchant Demon -- EndRdx-I(A)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Howling Twilight -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(19), Amaze-ToHitDeb%(19)
    Level 12: Summon Demons -- S'bndAl-Dmg(A), S'bndAl-Build%(21), S'bndAl-Acc/Dmg/Rchg(21), S'bndAl-Dmg/EndRdx(23), S'bndAl-Acc/Rchg(23), HO:Golgi(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(25)
    Level 16: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(29), RedFtn-EndRdx(29)
    Level 18: Hell on Earth -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg/Rchg(31), EdctM'r-PetDef(31), SvgnRt-PetResDam(31), C'Arms-+Def(Pets)(33)
    Level 20: Fearsome Stare -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(33), Cloud-Acc/Rchg(33), Cloud-ToHitDeb/EndRdx/Rchg(34), Cloud-Acc/EndRdx/Rchg(34)
    Level 22: Darkest Night -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(36)
    Level 24: Crack Whip -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(43)
    Level 26: Summon Demon Prince -- BldM'dt-Acc/Dmg(A), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc(40), BldM'dt-Dmg(40)
    Level 28: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(40), LkGmblr-Rchg+(42)
    Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(43)
    Level 32: Abyssal Empowerment -- EndRdx-I(A)
    Level 35: Boxing -- EndRdx-I(A)
    Level 38: Dark Servant -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(45), SipInsght-ToHitDeb/EndRdx/Rchg(45), SipInsght-Acc/EndRdx/Rchg(46), Heal-I(48)
    Level 41: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 44: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Assault -- EndRdx-I(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Marshal
    Level 0: Invader
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Supremacy
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(50), P'Shift-End%(50)
  14. Paladiamors is correct in that, IO set bonuses only affect you. IO procs will trigger when the pet uses a power that uses that enhancement type.
  15. The_Static_Man

    Mercs/???

    If you don't want defense then Dark is probably worth your consideration.

    Dark has some nice crowd control in addition to all it's -tohit which is just murder against critters. With all that -tohit, it essentially becomes defense for you and defense really is a good thing.

    Personally, aiming for high resistance doesn't outweigh high defenses. Thermal would be ok since it will give enough resistance to keep on top of your pets with healing, but as far as crowd control and debuffs go, there is a little left to be desired. Either way it generally comes down to your playstyle, if you've found the other sets just not getting into then give dark a go. Also don't just assume Traps or FF is bad, in fact they're probably the two most powerful secondaries available to masterminds. Give them a whirl too.
  16. What Premonitions said, that mana is called "Endurance" and It's Enhancements.

    MMs are probably the most difficult class to play in the game due to the fact you have a miniature army of pets to keep in check. I would firstly recommend rolling a new toon that's not a Mastermind and perhaps a Stalker or a Brute and try working on them for a bit so you can get the gist of the game mechanics. Masterminds have a far steeper learning curve.


    When slotting your pets, people typically go 3 slots for damage, 1 for accuracy, 1 for endurance and 1 for any seconday effects your pets might dish out such as Defense Debuff, Healing etc. For zombies probably healing, though that won't really take effect until you get your 2nd upgrade power at level 32.

    Also you'll have a power called Stamina. 3 slot that for endurance modification, that will increase your endurance recovery.

    Finally, once you get up to Single Origin enhancements if you slot any more than 3 of the same enhancement type in a particular power, the additional enhancements lose their effectiveness drastically. 3 Slots is the "sweet spot". Anymore than that and you'll only be gaining a very small benefit so it's far better to use the reaming slots for other types.

    Oh and be sure to check out the guides section of the forums, there's a huge wealth of information there about the basics of the game.
  17. Incarnates for Masterminds could almost be classed as overkill. I personally went a cardiac alpha for my demon/traps only because they drain endurance like there's no tomorrow and it also gives me a chance to boost all their resistances without having to use up enhancement slots. But reactive interface for MMs is just absurd in the damage it can deal.
  18. Demon/Traps is definitely well up there with bots and thugs, Demons have plenty of AoE goodness and my demon/traps will frequently go on missions set to max difficulty and casually roll over a few AVs in the process.
  19. Demons tend to work with most combos due to their well-rounded nature. I've tried a few combos myself but personally I find my Demon/Traps to just be beastly. The demons' -res, slow and -rech stacks nicely with the similar debuffs found in Traps. With a good build they reach great survivability that rivals most /FF builds while providing some pretty beastly damage. They are great for soloing on x8, they handle large groups like a champ. Basically Traps gives the best of both worlds, great defense along with some great debuffs.

    Here's my take on the rest

    Demon/FF is just as good too, though I've only played this to level 20. the Defense works a treat especially since demons like to get up close an personal. This is a good survivability combo, however your dps will suffer a bit from it.

    Thermal will cap your fire resistance once stacked with the inherent resistances with demons which is nothing to snort at, especially since you'll easily be able to keep on top of your pets healing wise. If your highly proactive with your healing then you can easily survive as long as a FF in addition to getting some nice debuffs.

    Trick Arrow I've had very little experience in, but I could still see that being quite a nasty piece of work, pretty nice debuffs and dps however you won't have much in the realms of making your pets a little more bullet-proof.

    Pain Dom is probably a little too healing-focused. Since your ember demon has both an AoE and ST heal, it doesn't really give a lot to stop your demons from just being oneshotted outright. Be careful here.

    Storm is a bit counter-productive to demons since they like having things in nice tight bunches for their AoEs, where as storm tends to toss mobs every which way.

    Poison IMO is too single-target oriented to be a great match.
  20. It could be that Power Boost is not meant to work on temp powers.
  21. At the end of the day, running incarnate trials day in day out can be considered "grinding" too and to actually progress your Incarnate abilities without losing your sanity the Incarnate trials are pretty much your only avenue. To get T4s on those slots is going to take quite a bit of grinding unless you just get insanely lucky with the drops.

    Since all other content outside of this either only drops shards, alpha related components, or nothing at all it quickly makes all other level 50 content redundant. For me, I enjoy being able to bump up the difficulty and solo storyarcs and general missions just to get a feel for how far my character has progressed. However I could run Maria Jenkins' storyarc and perhaps pickup 6 shards for my efforts. Granted I get reward merits but my character already has a fully IOed out build so they're also very limited in their uses.


    What I find problematic with the game at the moment is that there's just too many merits flying around. With every new system that comes into the game there's a new set of "merits" or currency to go with it. They're like little adverts enticing us to play a certain system in the game but the big problem is that they're not freely interchangeable. This is an issue because as soon as a new system comes out, the old one is left in the dust along with a lot of the content that went along with it.
  22. Thanks for the info guys, just one last thing, does the KB tend to actually knock back or just knockdown? I was planning to put it on my trapper MM who doesn't have any AoE immobs unless i switched side and respeced into my patron pool so I'm wondering, will hurricane toss the mobs out of the AoEs or have people not found that much of a problem?
  23. Just a quick question before I drop a whole bunch of threads on crafting the incarnate power, does the intangible version of the support ally's hurricane still work? also if it does, does it have a tendency to push foes around as much as any other hurricane would?

    Thanks
  24. The_Static_Man

    E-mail rollback?

    Well the rollback worked for me! i got my LOTG 7.5 + 500mil that i used a few days prior back!