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Posts
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Joined
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Worked the day shift and have to get up early tomorrow, so a short run is all good for me. I will be there.. Gonna break out the big guns again, count Mistress Neurothorn (50 Fortunata-Mu) in!!
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Great run last night! Was my MasterMind's first Strike Force... We had Aces High on our SF team. 1:11 time with only 1 defeat, if I remember correctly...! Thanks for the fun
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For the record... Mistress Neurothorn is a Fortunata-Mu Widow, although the ??? are quite ominous!
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I will also throw in a vote for Howling Twilight. I thought the person that recommended it to me was mad, because it can't rez your pets... but... it's just that good.
It winds up doing a mag 2 stun (that seems to almost always hit), a mag 3 fear, reduces recharge time and run/fly/jump speeds. The side effect is that it will rez everyone in the radius should you be in a group. And it recharges fast (base 180s).
Drop tar patch, howling twilight, darkest night, and a fearsome stare... and bury the bodies... And I haven't even got Petrifying gaze and Dark servent yet...
I would recommend Black Hole as a skippable. Too much chaos for my taste.
/Dark is just great... Life Drain is a wise precaution also... -
I did suggest a primary for the QP. However I think suggesting a Corr/def isn't out of line in this thread.
I suggest it because the QP might not have thought of another direction to go. You can get all the attacks in the MM primaries in another set except for the whip attacks. The pulse rifle shots are similar to energy blast, the mercs shots are same as in Assault Rifle, the bow attacks in TA, Necro is dark blast, and pistols in dual pistols. They also have the same secondary choices, probably at a better level of effectivness.
Like I said b4, if it's a challenge you are looking for good luck! It's an interesting idea. It's also good to get other ideas in case you don't like your experiment and wish to go on a similar path with another AT... like a corr/def. -
Quote:I agree with this. Xcept I may put ninjas ahead of bots pre-32. The speed they kill at is amazing, but that may be biased because I have /dark. /dark made a huge diff for my ninjas...Depends entirely on the Secondary, IMO.
But if I had to...
Pre-32 Buff:
Demons
Thugs
Bots
Zombies
Ninjas
Mercs
Post-32 Buff:
Bots
Demons/Thugs (tied for 2nd place)
Zombies/Ninjas (tied for 3rd place)
Mercs
Even with attacks, pet sets are pretty universally ranked this way from what I've seen. There may be a few discrepancies here and there, but some sets are just better at AoE spawns than others. The MM attacks don't change very much in terms of whole-package consideration. -
People! Wow. I truly believed this to be suicide! But people say they do it. I have seen plenty of ways to increase your survival. How do you get through a mish without a gruop? There are opponents that just plain resist your damage. There are EBs that can turn on Unstoppable that give my claws / regen a run for his money.
Honestly, no malice here, How do you sustain enough damge without the pets? Some of these attacks people suggest you wont see till higher levels. Fire mastery isn't untill lvl 41. And if u go red side, you have to complete a patron arc to get your powers. Those mishs arent easy even at the lowest settings for some ATs with all their powers.
Even with a pre-32 troller with no pets, it takes a while to finish off things but at least I have a few holds to help. Traps is the only secondary I see with any kind of chance. You have damage, heals, and holds/immobs all in one. But alot of your damage will come in the late 20s.
Every AT has a weakness somewhere. We are taking the AT with the lowest HPs and using only the secondaries to roll with and 3 attacks from the primary. I truly believe that a smart group can handle almost any mish reguardless of the team makeup. But solo without pets? Truly I am interested in hearing more.
To the QP: Again, DS or Mercs attacks + traps seems to be your best bet. If it's just about the secondaries, I agree a corr/def is your better play. For an experiment, it's a challenge.. good luck with it! -
Quote:True Dat... I only discounted them based on the S/L dmg that is most commonly resisted by enemies. But only 2 KBs out of 3. Robotics has a KB and a Disorient! lol... what the heck are we talking about here?? This is suicide! lol..-res does nothing for your poor survivability, though. <_< At least Mercs attacks provide mitigation in the form of KB. It all depends what secondary you choose, though.
Either way, it's only a matter of time b4 the debt collector shows up at your SG base... -
O.o Um....
Lowest hit points of any AT and no Bodyguard mode... I fail to see how you would complete a mish without a team.
Why not just make a blaster/Corr/Def?
As far as attacks for MMs go.... IF I took an attack it would just be for the secondary effects. I would go with DS, as each attack does -res and has a great range.
Bring lots of Greens and wakies is another piece of advice -
Don't know if u have room, but I am available tonight to join. I need the badge for Peace Cleaver...
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@Soulwind : See, that's why I ask these questions! Ok, makes a bit more sense. Have to re-think this... I understand everyone's advice now. Must've been some kind of Soulwind mind meld or something
There may be alot of n00bs in MMO's, but this game has a lot of freakin' geniuses running around... or dare I say... Masterminds??? -
Well, If I were to drop, say, a blood mandate set into each of my summons and HoE, I am adding on about 15% def to AoE, Ranged, fire, cold, negative and energy. Combine that with Maneuvers and Scorp shield and Melt armor with IO sets, and I am closing in on the soft cap for def in most areas. I sit at med range most of the time, so would be protected well vs. ranged attacks plus having good s/l def for close range.
Weighing that vs. muleing it right now. The general concensus seems to be adding the Aura Procs with the def/resist IOs from Edict and Soverign correct? Plus maybe a recharge?
Talk to me about those pet auras... If u put it into HoE, does the aura only count for the hellfires that get summoned? Or would that aura be dropped on the demon you enchant with the HoE? -
What is a good basic setup for HoE? I see it can be slotted with accuracy and to hit buff. It also takes damage chips, but it doesn't seem to add to the damage buff according to mids, which leads me to believe the acc/dmg only affects the hellfire spawns.
I figure 3 rech, 2 acc, and one dmg for a basic slotting? or is it better off with a pet IO set in it? -
I must say the Ninjas EAT things in their way at a rapid speed. That with /dark tar patch makes the ninjas look like they are at warp speed.
A tar patch + darkest night and a Twilight grasp will probably get you from 1-20 without blinking.
I did update the build a bit.. Here it is now..
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Seppuku Moon: Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- Acc(A), Acc(3), Dmg(7), Dmg(7), Dmg(11), Dsrnt(37)
Level 1: Twilight Grasp -- Acc(A), Acc(3), Heal(5), Heal(9), RechRdx(9), RechRdx(15)
Level 2: Tar Patch -- RechRdx(A), RechRdx(17)
Level 4: Darkest Night -- EndRdx(A), EndRdx(5)
Level 6: Train Ninjas -- EndRdx(A), EndRdx(19)
Level 8: Swift -- Run(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(11)
Level 12: Call Jounin -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(19), DefDeb(37)
Level 14: Super Jump -- Jump(A)
Level 16: Howling Twilight -- RechRdx(A), RechRdx(17), EndRdx(23)
Level 18: Health -- Heal(A), Heal(29)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(23), Abys-Acc/Fear/Rchg(31), Abys-EndRdx/Fear(31), Abys-Dam%(34)
Level 24: Shadow Fall -- EndRdx(A), EndRdx(25), DefBuff(25), DefBuff(34), ResDam(36), ResDam(36)
Level 26: Oni -- Acc(A), Acc(27), Dmg(27), Dmg(33), Dmg(33), Hold(37)
Level 28: Maneuvers -- EndRdx(A), EndRdx(29), DefBuff(33), DefBuff(40), DefBuff(43)
Level 30: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(31), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(45), Lock-%Hold(45)
Level 32: Kuji In Zen -- EndRdx(A)
Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 38: Dark Servant -- RechRdx(A), RechRdx(39), RechRdx(39), Heal(39), Heal(40), Heal(40)
Level 41: Dark Embrace -- EndRdx(A), EndRdx(42), EndRdx(42), ResDam(42), ResDam(43), ResDam(43)
Level 44: Smoke Flash -- EndRdx(A)
Level 47: Night Fall -- Acc(A), Acc(48), Dmg(48), Dmg(48), Dmg(50)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
Level 2: Ninja Run -
I must say I am also surprised there aren't that many people using /Poison. A heal, 4 debuffs, 1 buff, and 2 holds is pretty nice. Plus it's a MM only power, so it must be designed to cover almost everything u need. I imagine the lack of def would be the only issue.
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Way back in the day I had a Bots / Traps MM. I was still new to the MM and had probs. Felt things were to squishy.
Since then I have learned how to handle my MM thanks in part to studying this thread: http://boards.cityofheroes.com/showthread.php?t=117256 . Now I feel I can handle any of the MM classes.
I currently have a DS / PD and a Ninja / Dark. I always loved my Bots though.
Here's my problems with /Traps: First is healing. You don't get Repair till lvl 18, if I could even fit it at that lvl. That leaves me with Triage. 150% base regen in a fixed area on about a 2 min recharge at best. I also thought about adding Heal other, but I dont see that in most people's builds...
Which brings me to 2 conclusions: 1. People are jacking up the defense so they dont get hit at all, or 2. People are carrying alot of green insps.
Now, my ninjas handle things well, but I do need to heal them a bit. Most of the builds I see for def on a bots / traps comes from franken-slotting and the FFgenerator, which u dont get till lvl 16. If I put all my resources towards this I might be able to get 75% of those IOs. Spending tons of infl to survive is not my game... It also looks like the FFgenerator is on a timer and I always thought it moved too slow.
Outside that, you have one single target hold, one AoE slow, 3 traps (one not till lvl 35), and the drones at 28. I can see how the set can function well at higher levels though. Not questioning the bots, just the Traps...
Now /FF, combined with Heal Other, I though would be a good merge. The FF should put you near the softcap without alot of IOs. Reshielding is an issue every 4 mins, but I do it on a team of 8 with my trollers, so 6 bots should be easy enough if I bind the shields.
Also /Thermal I can't believe is not used more. It has 2 heals (team and single), 2 shields (granted they are resist shields and not def shields), 2 buffs, and 2 debuffs. What is the problem? I just had to find out...
Please, tell me more about traps... I do like the Detonate also, btw. -
I am very familiar with the troller version of /Thermal. Wondering how the mastermind version works with the henchmen.
I assume Warmth, cauterize, and the 2 shields work fine.
I also figure Rise of the Pheonix does not work on henchs.
What about Thaw and Forge? Do they work on henchs?
Finally, Personal Preference: Out of these 3, which is better for a mostly solo mastermind: Thermal, FF, or Poison? Would be paired with Robots. (skipping /dark here, already have a /dark build fyi...) -
Quote:Except that Maneuvers is needed to get Tactics!! Lol.. I may move smoke flash, Manuevers and Tactics down a bit and move FStare up though...I picked Maneuvers and Tactics on my Necro/Dark but quickly realized it just wasn't worth it with bodyguard mode and all.
I would keep Tactics though!
Thanks for the input everyone btw! -
I moved out the Aimed shot. The build is getting very tight! Really, they may need to add ten levels onto the cap just so I can get more powers! lol...
Right now the only way to get Fearsome Stare up higher is to switch it with L:Tactics or Smoke Flash. I really want that L:Maneuvers... And I would hate to lose that Acc bonus till lvl 44, but will look it over... I suppose I could move Shadow Fall, but that is my energy resist..
Round 3:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- Acc(A), Acc(3), Dmg(7), Dmg(7), Dmg(11), Dsrnt(37)
Level 1: Twilight Grasp -- Acc(A), Acc(3), Heal(5), Heal(9), RechRdx(9), RechRdx(15)
Level 2: Tar Patch -- RechRdx(A), RechRdx(17)
Level 4: Darkest Night -- EndRdx(A), EndRdx(5)
Level 6: Train Ninjas -- EndRdx(A), EndRdx(19)
Level 8: Swift -- Run(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(11)
Level 12: Call Jounin -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(19), DefDeb(37)
Level 14: Super Jump -- Jump(A)
Level 16: Howling Twilight -- RechRdx(A), RechRdx(17), EndRdx(23)
Level 18: Health -- Heal(A), Heal(29)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Maneuvers -- EndRdx(A), EndRdx(23), DefBuff(31), DefBuff(31), DefBuff(33)
Level 24: Shadow Fall -- EndRdx(A), EndRdx(25), DefBuff(25), DefBuff(34), ResDam(36), ResDam(36)
Level 26: Oni -- Acc(A), Acc(27), Dmg(27), Dmg(33), Dmg(33), Hold(37)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
Level 30: Petrifying Gaze -- Acc(A), Acc(31), Hold(34), Hold(40), Hold(43)
Level 32: Kuji In Zen -- EndRdx(A), EndRdx(34)
Level 35: Smoke Flash -- RechRdx(A)
Level 38: Dark Servant -- RechRdx(A), RechRdx(39), RechRdx(39), Heal(39), Heal(40), Heal(40)
Level 41: Dark Embrace -- EndRdx(A), EndRdx(42), EndRdx(42), ResDam(42), ResDam(43), ResDam(43)
Level 44: Fearsome Stare -- Acc(A), Acc(45), Fear(45), Fear(46)
Level 47: Night Fall -- Acc(A), Acc(48), Dmg(48), Dmg(48), Dmg(50)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
Level 2: Ninja Run -
upon further thought... maybe it would be better to drop aimed shot. Then I could fit howling in. It's not like the arrow shot is gonna save my life or anything... Harsh language and sands of mu it is!
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O.o .... interesting.. I also took it as a rez power. I see in Mids the secondary effects now. Well, I could do a few things to fit it in..
I can respec out of the arrow shot after DOs or after stamina and move it in there.
Also I could drop either Hasten, Night Fall, or smoke flash and move things down. I hate to lose Fearsome stare, both because the animation is awesome and it's a mag 3 fear.
Question is... how good is Smoke Flash in the long run? 30 end / use is steep for 15sec recharge and 5 toggles (eventually). Is that the Ace up your sleeve or just a casual use power? -
OMG... The leadership pool. Can't believe I forgot that! That's what happens when u make a build at 3am... lol
Well, rebuilt it with the leadership pool. I 6 slotted the summons to use some IO sets later on, just don't know what I want yet.
It feels better for sure. Only hole I see could be vs. Cold and Fire if they get through the def. I will also probably add a few stasis resistance chips here and there.
Looking better?? : And thanks for the input Kiwi and Alexander Drako!
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- Acc(A), Acc(3), Dmg(7), Dmg(11), Dmg(23), Dsrnt(37)
Level 1: Twilight Grasp -- Acc(A), Acc(3), Heal(5), Heal(9), RechRdx(9), RechRdx(23)
Level 2: Aimed Shot -- Acc(A), Dmg(5), Dmg(7), Dmg(15)
Level 4: Tar Patch -- RechRdx(A)
Level 6: Train Ninjas -- EndRdx(A), EndRdx(19)
Level 8: Swift -- Run(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(11)
Level 12: Call Jounin -- Acc(A), Acc(13), Dmg(13), Dmg(15), Dmg(19), DefDeb(37)
Level 14: Super Jump -- Jump(A)
Level 16: Maneuvers -- EndRdx(A), EndRdx(17), DefBuff(17), DefBuff(31), DefBuff(31)
Level 18: Health -- Heal(A), Heal(29)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Darkest Night -- EndRdx(A), EndRdx(33)
Level 24: Shadow Fall -- EndRdx(A), EndRdx(25), DefBuff(25), DefBuff(34), ResDam(36), ResDam(36)
Level 26: Oni -- Acc(A), Acc(27), Dmg(27), Dmg(33), Dmg(33), Hold(37)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
Level 30: Petrifying Gaze -- Acc(A), Acc(31), Hold(34), Hold(40), Hold(43)
Level 32: Kuji In Zen -- EndRdx(A), EndRdx(34)
Level 35: Smoke Flash -- RechRdx(A)
Level 38: Dark Servant -- RechRdx(A), RechRdx(39), RechRdx(39), Heal(39), Heal(40), Heal(40)
Level 41: Dark Embrace -- EndRdx(A), EndRdx(42), EndRdx(42), ResDam(42), ResDam(43), ResDam(43)
Level 44: Fearsome Stare -- Acc(A), Acc(45), Fear(45), Fear(46)
Level 47: Night Fall -- Acc(A), Acc(48), Dmg(48), Dmg(48), Dmg(50)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
Level 2: Ninja Run -
Yeah, swift to hurdle is just a prefrence. The diff is only one or 2 more bounces outdoors to get somewhere, no big deal. I just hate bouncing around in mishs to keep up...
You can't heal if u dont hit... Acc in my mind is never overkill on a Targeted heal... but I can compensate with IO sets... -
Wanted to try a new MM. I played Necro, but didn't like it much. I have a DS and a Robotics MM, liked them both. So I came to the old ninjas.
In reading the forums, I came to the conclusion that I may be looking at this build the wrong way. It feels like I am missing something. Any suggestions to improve the build would be appreciated. Looking at a more solo type toon here.
Questions:
I have 2 bow attacks in the build. Necessary? I'd like to have something to use other than harsh language if my Ninjas have things in hand...
You people are confusing me.. Everyone talks about recharge for Twilight Grasp. I confess I don't know dark that well. I slotted it more like Transfusion from the Kin set. I put 3 acc and 3 heals in it. I don't want to miss with it, and 3 heals takes the healing potential from 26% to 51% with an 8sec rech. Why the rech? That makes it less likely to hit, more often with less healing potential. I can only speculate that TG heals me 26% base from each foe hit which would make it redundant to add more healing potential. Is this the case?
I threw Grant Invis in there for some fun. I am wondering if it's worth it. I would assume most people would put Hasten in that slot, and I tend to agree with that in the back of my mind. I do hate to have hasten in the build soooo late...
Is smoke flash worth it? It seems more like the Grant Invis to me. But allows crits for 10sec for one ninja, seems nice...
The build...
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin -- Acc(A), Acc(3), Dmg(9), Dmg(9), Dmg(11)
Level 1: Twilight Grasp -- Acc(A), Acc(5), Acc(11), Heal(17), Heal(17), Heal(19)
Level 2: Snap Shot -- Acc(A), Acc(3), Dmg(7), Dmg(15), Dmg(31)
Level 4: Aimed Shot -- Acc(A), Acc(5), Dmg(7), Dmg(15), Dmg(31)
Level 6: Train Ninjas -- EndRdx(A), EndRdx(25)
Level 8: Swift -- Run(A)
Level 10: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(37)
Level 12: Call Jounin -- Acc(A), Acc(13), Dmg(13), Dmg(23), Dmg(29)
Level 14: Super Jump -- Jump(A)
Level 16: Tar Patch -- RechRdx(A), RechRdx(37), RechRdx(40)
Level 18: Health -- Heal(A), Heal(19), Heal(34)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Darkest Night -- EndRdx(A), EndRdx(23), EndRdx(33), ToHitDeb(43), ToHitDeb(46)
Level 24: Grant Invisibility -- EndRdx(A), EndRdx(25)
Level 26: Oni -- Acc(A), Acc(27), Dmg(27), Dmg(33), Dmg(34)
Level 28: Shadow Fall -- EndRdx(A), EndRdx(29), EndRdx(36)
Level 30: Petrifying Gaze -- Acc(A), Acc(31), Acc(34), Hold(36), Hold(36)
Level 32: Kuji In Zen -- EndRdx(A), EndRdx(33)
Level 35: Smoke Flash -- EndRdx(A), EndRdx(37)
Level 38: Dark Servant -- RechRdx(A), RechRdx(39), RechRdx(39), Acc(39), Acc(40), Acc(40)
Level 41: Dark Embrace -- EndRdx(A), EndRdx(42), EndRdx(42), ResDam(42), ResDam(43), ResDam(43)
Level 44: Fearsome Stare -- Acc(A), Acc(45), Acc(45), Fear(45), Fear(46), EndRdx(46)
Level 47: Night Fall -- Acc(A), Acc(48), Dmg(48), Dmg(48), Dmg(50)
Level 49: Hasten -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
Level 2: Ninja Run -
I think I will take my Mind / Kin Troller for this. I will have my Fire / Rad and Claws / Regen waiting just in case we need a quick switch to something else.