UnicyclePeon

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  1. Yes, but he did address my question by saying (I believe) that the ally shields were enough baseline def in a team situation. At least I seem to remember. Its hard to check until I submit. Darned brick I am posting with makes it a pain to reference mid post.

    Thanks MM!

    Lewis
  2. UnicyclePeon

    elec/pois!

    Cool. I am used to low damage controllers. I have ice/ff and earth/ff both at level 50. But I keep seeing people rave about various elec/cold and elec/poison characters, so I am just trying to figure out what the deal is.

    I have an elec/ff level 35 and an elec/storm 33 and elec/psi dom in the teens, so I dont have any high end experience with it.

    Lewis
  3. Cool. I dont focus on defense on most of my Illusionisys either. I usually prefer to also throw on a 3rd slot for ally buffs, usually the lotg def/end, lotg def, and lotg def/global.

    But fair enough.

    Lewis
  4. UnicyclePeon

    elec/pois!

    Lobster,

    Where does your damage come from, mainly? I mean, I see that you have damage in Chain Fences. You have Assault, Gremlins, Ball Lightning, and the Patron Pet. But I dont see much else. Do you find it sufficient? Where does the bulk of the damage come from? How is that patron pet? I have never used one myself, because of concept mismatch mainly.

    Anyway, just curious.

    Thanks,

    Lewis
  5. Local,

    Isnt the defense on your ice shields a bit skimpy? I guess it is fine tho.

    Lewis
  6. I dont yet have a high level Demon MM, so take my comment with a grain of skepticism.

    If you feel you can handle content well enough, and that you arent using the attacks, then clearly skippimg them is viable. You are already level 46, after all. However, I would at least keep the long range single target whip, simply for debuffing the resistance of single high difficulty targets at range.

    Lewis
  7. All,

    I recently made a post about a Time trio of Masterminds, since I have 3 accounts. It is fun to make themed groups. After thinking about it more, I have decided to make a trio for each primary.

    It raised the general question, which I want to ask all of you, about which secondaries mesh well together? I know playstyle and MM primary affect the answers. I just wonder which combos you prefer?

    For those interested, if any, I was hoping for feedback on how best to flesh out my existing teams. All the MMs I have now are the ones that interest me conceptually, so some of my trios may be sub optimal, simply because I insist on keeping my existing concepts. So, for example, I dont like /Pain but it fit a concept so I will keep my Thugs/Pain even tho a diff option may have been better. I also dont want duplicates (dont want 2 ninja/FF for example).

    Here are my groups so far. Some already have 3 that are set, so I am listing them first and for completeness.

    Thugs/Dark 50. Thugs/Pain 44. Thugs/FF 3.
    Necro/FF 3, Necro/Thermal 30, Necro/Poison 26.

    The 4 MMs I have, that need 2 like-minded friends (primaries) each, are:

    Robots/Traps 50
    Mercenaries/Storm 14
    Ninja/Time 3
    Demon/Time 3

    Any suggestions?

    Oh, and generally I dislike Sonic, Pain, and Trick Arrow. I love
    Defense and effortless Mez protection (FF, or Traps if I'm actively driving), and I kinda dig AoE stealth, and hitting the defense soft cap is my favorite.

    Thoughts? Help? Suggestions?

    Sorry for any typos ...

    Thanks,

    Lewis
  8. Hover and Hotfeet do work together. You just have to activate Hot Feet while touching the ground. Once Hot Feet is active, you can Hover, and both powers work.

    Lewis
  9. I wonder if there will be a run on the name Operation Mindtime?

    Lewis
  10. I also cast my lot for */FF/Stone. I have Ice/ and Earth/ versions of this that are super fun and super tanky, and the seismic smash snd fissure action are great fun. I also have an Elec/FF that should be amusing as well. I also have Fire/FF at 50 but he is currently Fire for his ancillary set. I am also working on Mind/FF/Stone, and I have been wanting to make Ill/FF forever. Need to get around to it.

    I also have an Earth/Kin/Stone that is permahasten and also softcapped to Smashimg/Lethal. Not nearly as robust overall as the /FF options at my disposal. But still, she is very hardy and fun to play.

    Lewis
  11. Well, I like OTex and all, but I am glad he isnt in charge

    Lewis
  12. Trailer is ok. Learn More link is embarassing.

    I will tell my friends it is live and free ... After they fix the link.

    Lewis
  13. You can use KB all you want. Unless your real concern is containment for damage? In that case I can understand. Still, ice control has arctic air for diffusing damage while leveraging containment.

    Anyway, it makes sense for Ice to -kb root. Ice is hard. I have played ice/emp, ice/kin both into the 40s and I have played ice/storm and ice/FF both to 50, and the 9 seconds of -kb from Frostbite is not a huge issue.

    Lewis
  14. It makes sense for a rooting AoE ice power to prevent knockback. Plus it works great with Tornado.

    Lewis
  15. I think they could leave the set as it is, except replace Dimension Shift with a copy of Jolting Chain (the chain knockdown power from Electric Control). Changing it to chain-knockup would be nice but not required. They could even keep the electric animation as far as I care though.

    Lewis
  16. I have not played past level 3 yet, sorry.

    I did play an SO-only level 50 Fire/Time controller in beta. Endurance was high ... but tolerable.

    Lewis
  17. Is today the downtime day for Freedom launching for F2P? Or is that coming later still?
  18. I havent looked at the other builds, but I will in a sec. But here is my build. It has perma-hasten, and it is soft-capped to all (inclucing Psi) and that does not even include Time's Juncture. It does rely on Power Boost, but even without Power Boost, you could "effectively" softcap by running in with Time's Juncture.

    I dig it.

    Lewis

    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Time Thief: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17)
    Level 1: Time Crawl -- TmpRdns-Acc/EndRdx(A), P'ngTtl-Acc/EndRdx(34)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(34)
    Level 6: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(40), Dct'dW-Rchg(48)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal(37), Dct'dW-Rchg(50)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(15)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Distortion Field -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(43)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(21), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 22: Hover -- LkGmblr-Rchg+(A), Srng-Fly(23), Srng-EndRdx/Fly(23)
    Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(40), UbrkCons-EndRdx/Hold(43)
    Level 26: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(27)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(48)
    Level 30: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
    Level 35: Slowed Response -- Acc-I(A), UndDef-DefDeb/Rchg(36), UndDef-Rchg/EndRdx(36), UndDef-Rchg(36)
    Level 38: Chrono Shift -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
    Level 41: Power Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50)
    Level 50: Cardiac Total Core Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(19), EndMod-I(19)



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  19. UnicyclePeon

    Time Trio?

    I think I have decided to do a Time Trio, but with three different primaries. My server slots are at a premium right now, and I still have yet to get Ninjas, Necros, Mercs or Demons past the mid 30s.

    So, I have decided to go with Necro/Time and Ninja/Time.

    Which primary should I pick between Demons and Mercs? I am leaning towards Demons/Time because a friend of mine who 7-boxes is going to make an all-Merc team, so I kinda might tailor a special Merc/?? Mastermind for his project.

    So, would Ninja/Time, Necro/Time, and Demon/Time be OK?

    Thanks,

    Lewis
  20. UnicyclePeon

    Time Trio?

    Thanks for the replies. I think I will go with Necromancy. I know there are more ideal secondaries or blending 3 different ones would be superior, but I just kinda wanted a time trio. I guess dark/time/FF with 3x maneuvers would be best all around.

    Is Time's Juncture on the 1.6 or the 2.0 scale?

    Also, what are the uniques someone mentioned for the necro level 18 power? 2 resists, 2 defense uniques, and what else?

    Thanks,

    Lewis
  21. UnicyclePeon

    Time Trio?

    All,

    I kinda want to make a trio of /Time masterminds. I want to avoid Thugs and Robots and Demons for now. I am open to Ninja, Necro and Mercs at this point. However, I don't want the primaries to differ.

    So if you were gonna run a trio of either 3xMerc/Time, 3xNecro/Time or 3xNinja/Time, which way would you go and why?

    I lean towards 3xNecro/Time just because for years I wanted to do a "Zombies from the Future" trio, but I had always planned on Necro/FF. Also the Undead like melee range which would work well with tht Point Blank heals and tohit debuffs x3 etc.

    But I'm open to suggestion on why I might consider the others.

    Thanks,

    Lewis
  22. if you have not selected a secondary, dont forget their effect on your primary. AoE damage toggles, against all odds from the shield set, or that kind of thing. Shield might be nice, cant you get against all odds at level 20?

    Lewis
  23. All,

    Now that there is side-switching, 48 slots, and a quasi-official consolidation server (Exalted) I no longer need to have Heroes and Villains on different servers. I've finished all my consolidations (Pinnacle, Exalted) and now I am freeing up my names. In my opinion, there are some pretty sweet ones. If you try to get one and its gone, its because someone else snagged it.

    Enjoy!

    Lewis

    NAMES: (non-alphabetical)

    Atom Strike
    Festival
    Hocus Pocus
    Sharkman
    Warband
    Brambles
    Powersink
    Exotica
    Mega Omega
    Blackwand
    Dawnfire
    Invasion
    Manic Mechanic
    Neurotica
    Rosewood
    Street Cred
    Thornstrike

    Best wishes, all!