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Posts
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Joined
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That would be awesome! Change into a GM or a signature hero or villain for 5 mins!
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Already out. For testing purposes i used just one battle drone so i could watch the battle log. It works now, but it still aint as good as the rest of the powers. Well it might be for number crunchers, but there is no zing to it like judgement or w/e.
But now that it works, i can move on to better things. Like complain about how its a 2 minute toggle XD.
Edit: Still dont know if its fixed. Read through the combat log with all 6 pets fighting and doublehit was missing. But when one was fighting it went off rather often. So maybe its too much to process? IDK, but I'm pretty tired of the situation. -
Update:
For those that dont know, seems hybrid assault radial is working for pets now, (only one i cared about). I was seeing double hit in the combat log, but the numbers dont make any sense.
My battle drone was doing 40 damage with one of its laser shots. But double hit was hitting for 200-300? How is that double, IDK. But its working atleast, I'm content for now. -
Just retested damage radial tier 4 in hero stats.
Did 6 ambush farms, using nothing but pets. 3 with hybrid running, 3 without hybrid running. I couldnt see anything significant. Sometimes damage was higher without hybrid running. There was basically no difference.
Did not see anything in combat logs or hero stats that said double hit. Orange numbers looked about the same.
This crap still doesnt work for pets. -
Im a bots/ff, and I chose not to take any attacks for myself as I think they only gimp you as a mastermind. Judgement and veteran attacks like black wand is all I need, and I stack the hell out of defense and other set bonus' that will affect my pets and personal defense. My bots survive most debuffs and do pretty well in incarnate content.
Without destiny I'm running at 51% to all and my bots are 60% minimun to all cept psonic of course. -
Age of conan. If I remember right you could have up to 8 pets as a necromancer, but it was nowhere near as fun, or useful.
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the taunt aura is pretty cool actually. But there is the 2 minute cooldown
So stacking would probably work well, but not a replacement. -
Got one of each at tier 4, and i must say i cant even really tell the difference with them on. Possibly because too many orange numbers already and defense is already too high to matter.
as bots/ff
Damage core hybrid - Did some testing with hero stats on this one. The core version didnt seem to have an effect with damage per minute, around 7,000 per minute both with it on and with it off.
Damage radial - Does nothing for pets!
Control - I was thinking of pairing this with spectral interface, since one gives an immobilization proc and the other gives damage to controlled enemies. I know the immobilization from interface sucks and doesnt look like it works either, but maybe i would still get damage out of it. Didnt notice anything significant.
Melee radial - the taunt works. Clumped up the enemies for assault bots missles.
support tree - the damage bonus, didnt notice anything. defense bonus, already softcapped so didnt make a dent. Also the buff numbers were wrong, For the Core version i was only getting 6% for me and 12% for the pets. when its supposed to be 12% and 24%.
the only buff icon i ever saw on a pet was the support tree.
Hoping they fix this stuff. Just read the other thread about people complaining about it not being on all the time blah blah.
I just want the crap to work. And since its an incarnate power, be noticeable! Like destiny, alpha, interface, lore, and judgement. When those are on, you know it. -
Personal attacks are still a waste. Unless you dont plan on ever incarnating or becoming a veteran.
Judgement, and veteran powers like black wand and nemesis staff give you plenty to do. And are un-slotable. So you can take all those powers you picked for something to do, and turn it into something useful. -
Quote:You came here and asked.
@atomic
Wow...that was supreamly unhelpfull. I already had assault in my build. The rest is not even that benifical for a MM numbers wise I thought.
Even though the numbers dont look beneficial to you, they are. Defense soft caps at 45%, but then you got incarnate trials, and debuffs to think about. Stacking defense as high as possible will account for some of the what if scenarios.
As for assault in your build already, sorry didnt see it. I would still recommend you ditch the mastermind attacks. -
[QUOTE=Head_Kracker;4236323]So this is my first try at a bots/ff MM. I figured that trying to get the defence to positional was a good idea, but right now im stumped. What else should I build for or am I heading in the right direction.
Level 2: Pulse Rifle Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(31), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 16: Aid Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 38: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx(43)
Level 41: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45)
Level 44: Group Fly -- EndRdx-I(A), EndRdx-I(45)
Level 47: Force of Nature -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam(48), RctvArm-ResDam/Rchg(48)
IMO, powers to lose are...
force of nature
group fly
pulse rifle blast
power blast
explosive blast
aid other
Field mastery
Get:
Assault
tough
weave
Soul mastery
whatever else
All personal attacks are a waste of power slots on MM's
Focus on defense, lets your minions do the killing. they will do it way better than the mastermind ever will.
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If they keep going the direction they are going with the store and begin selling badges. That would be the last straw for me.
They are already selling purples! -
Quote:The key to trials is get your level shifts. When pets are not supposed to be used put them on passive or dismiss. I have no problem at all playing my bots/ff in trials.
The first is how pets are generally 1-shot by anything that remotely resembles a tougher target. The second is how, with a large majority of the maps, pets can effectively get "lost" and separated from the mastermind. The third thing, of course, is that some missions actively discourage the use of any pets, such as one where you're trying to say the public opinion. Having pets out, in the latter case, usually means civilians eating a hailstorm of bullets.
It's quite difficult to play effectively (or indeed do much of anything) without our pets and aside from in a standard fight where we will continue to shine, the incarnate content seems to put masterminds up against the wall.
If you guys have any tips for running masterminds in these types of conditions, by all means let's hear them. But it does seem that masterminds are less than ideal for the sort of missions that incarnates find themselves in.
The only time I ever feel useless with my MM is when the mission is a speed run. Except on a sLAM, when the warehouse phase comes up i just kill enemies to get the group some XP instead of going around the map looking for crates. Those get killed quickly enough anyway. -
I never really expected them to do anything with MM. So if they do something that works, bonus.
please fix pet AI... -
Quote:great idea. Victory!Well, if you want a very easy and painless way to scrounge more enhancement slots, I'd remove them from Upgrade Robot and Equip Robot. Although both powers are endurance hungry, they are seldom used. That third IO is largely being eaten by enhancement diversification and it really does very little.
thanks man -
Its already slotted, and i got rebirth for heals. Ill check out the gaussians 6 slot and see what i can live without. I dont choose attacks so i can focus on what im doing (situational awareness). Only reason i got expensive stuff is because there is an inf cap and i had to spend it on something.
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Team defense, personal defense, and pet damage are the priorities
updated
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Force Field
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Power Pool: Presence
Ancillary Pool: Field 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) Empty
- (A) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense/Recharge
- (9) Luck of the Gambler - Endurance/Recharge
- (11) Luck of the Gambler - Defense/Endurance/Recharge
- (11) Luck of the Gambler - Defense
- (13) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense/Recharge
- (15) Luck of the Gambler - Endurance/Recharge
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Recharge Speed
- (A) Endurance Reduction IO
- (7) Endurance Reduction IO
- (A) Touch of Death - Chance of Damage(Negative)
- (A) Luck of the Gambler - Defense/Endurance
- (19) Luck of the Gambler - Defense/Recharge
- (19) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Recharge Speed
- (21) Shield Wall - +Res (Teleportation), +3% Res (All)
- (23) Shield Wall - Defense
- (A) Sovereign Right - Accuracy/Damage
- (23) Sovereign Right - Damage/Endurance
- (25) Sovereign Right - Accuracy/Endurance
- (25) Sovereign Right - Accuracy/Damage/Endurance
- (27) Sovereign Right - Accuracy
- (27) Sovereign Right - Resistance Bonus
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (34) Blessing of the Zephyr - Knockback Reduction (4 points)
- (34) Winter's Gift - Slow Resistance (20%)
- (A) Flight Speed IO
- (A) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Recharge
- (36) Luck of the Gambler - Endurance/Recharge
- (36) Luck of the Gambler - Defense/Endurance/Recharge
- (36) Luck of the Gambler - Defense
- (37) Luck of the Gambler - Recharge Speed
- (A) Gladiator's Armor - Resistance
- (37) Gladiator's Armor - End/Resist
- (37) Gladiator's Armor - TP Protection +3% Def (All)
- (39) Gladiator's Armor - Recharge/Resist
- (39) Steadfast Protection - Resistance/+Def 3%
- (39) Impervious Skin - Status Resistance
- (A) Endurance Reduction IO
- (A) Soulbound Allegiance - Damage
- (29) Soulbound Allegiance - Damage/Recharge
- (29) Soulbound Allegiance - Accuracy/Damage/Recharge
- (40) Soulbound Allegiance - Accuracy/Recharge
- (40) Soulbound Allegiance - Damage/Endurance
- (40) Soulbound Allegiance - Chance for Build Up
- (A) Red Fortune - Defense/Endurance
- (42) Red Fortune - Defense/Recharge
- (42) Red Fortune - Endurance/Recharge
- (42) Red Fortune - Defense
- (43) Red Fortune - Endurance
- (43) Red Fortune - Defense/Endurance/Recharge
- (A) Perfect Zinger - Chance for Psi Damage
- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Javelin Volley - Chance of Damage(Lethal)
- (45) Javelin Volley - Accuracy/Damage
- (45) Javelin Volley - Damage/Recharge
- (45) Javelin Volley - Damage/Endurance/Recharge
- (46) Javelin Volley - Accuracy/Endurance/Recharge
- (46) Javelin Volley - Accuracy/Damage/End/Rech
- (A) Titanium Coating - Resistance/Endurance
- (46) Titanium Coating - Resistance/Recharge
- (48) Titanium Coating - Endurance/Recharge
- (48) Titanium Coating - Resistance/Endurance/Recharge
- (48) Titanium Coating - Resistance
- (50) Titanium Coating - Endurance
- (A) Karma - Knockback Protection
- (A) Endurance Reduction IO
- (A) Recharge Reduction IO
- (A) Defense Buff IO
Level 0: Demonic Aura
Level 0: Force of Nature
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 0: Megalomaniac
Level 0: Elusive Mind
Level 50: Agility Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Storm Elemental Core Superior Ally
Level 50: Rebirth Radial Epiphany
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Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - EndMod
- (50) Performance Shifter - EndMod/Accuracy
- (50) Endurance Modification IO
- (A) Empty
- (A) Empty
Level 2: Rest- (A) Empty
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Does anyone got a good IO guide for bots/ff?
What i got is decent, but i would like to get the best, without crunching numbers and wasting /respecs. -
Picked paralytic. Standard fare / soloing and pretty much 90% of stuff for me will be reactive and musculature.
So for when i need better team support i can put on Nerve, Paralytic, and rebirth destiny. And it will go better with Void judgement.
20% -dam and 50% -dam for 30 secs. 70% sounds good.
Thanks for all the replies.
Quote:The to-hit debuff is likely the better choice in standard fare. Against AVs, the damage debuff would be better.
Quote:Diamagnetic if you're mostly going to be soloing. Paralytic if you're mostly going to team. In a teaming scenario, the best one to have is the one nobody is using. Paralytic is still a great debuff, but everyone is flocking to Diamagnetic. And at the high proc rate, you probably won't contribute much with -ToHit on a team. There's also the fact that teams tend to be closer to the soft cap these days.
Also, Diamagnetic does almost nothing to AVs and GMs, but Paralytic is full strength (besides resistances). -
Im hoping for more global enhancements, and a little less click dependent stuff.
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What im trying to do is make a 2nd, more defensive build for bots/ff. Already got reactive and musculature to T-4.
Now i got a nerve with the 20% defense and accuracy 33%. What would go better with the nerve, diamagnetic or paralytic?
Diamagnetic -100% hit debuff
or
Paralytic 75% chance for damage debuff