atomicdeath

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  1. atomicdeath

    The omega slot

    Quote:
    Originally Posted by Blood Red Arachnid View Post
    I said it once and I'll say it again:

    ONE of those incarnate abilities is going to be a transformation power. You'll change into some giant monster or beast or creature or something, with a temporary powerset and just wreak havoc all over the place.
    That would be awesome! Change into a GM or a signature hero or villain for 5 mins!
  2. Quote:
    Originally Posted by Arkyaeon View Post
    Pets already out or summoned during.
    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.
  3. 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.
  4. 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.
  5. atomicdeath

    Pets, just 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.
  6. Quote:
    Originally Posted by Zul_Vakirol View Post
    Masterminds are so much fun! I would uninstall the game instantly if they ever got removed. What other game gives you command over several demons/soldiers/zombies/thugs/ninjas/robots and call them your own personal, loyal army?
    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.
  7. Quote:
    Originally Posted by Arkyaeon View Post
    You have to turn on the power then summon yes?
    I read that somewhere also. But that pretty much ensures i will never use it if thats the case. Dismiss, use hybrid, summon, buff, then attack... every 2 minutes? I dont effin think so.
  8. the taunt aura is pretty cool actually. But there is the 2 minute cooldown

    So stacking would probably work well, but not a replacement.
  9. 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.
  10. 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.
  11. Quote:
    Originally Posted by Head_Kracker View Post


    @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.
    You came here and asked.

    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.
  12. [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.

  13. 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!
  14. Quote:
    Originally Posted by Thunderspark View Post

    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 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 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.
  15. I never really expected them to do anything with MM. So if they do something that works, bonus.

    please fix pet AI...
  16. Quote:
    Originally Posted by Two_Dollar_Bill View Post
    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.
    great idea. Victory!

    thanks man
  17. 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.
  18. 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
    Level 1: Force Bolt
    • (A) Empty
    Level 2: Deflection Shield
    • (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
    Level 4: Insulation Shield
    • (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
    Level 6: Equip Robot
    • (A) Endurance Reduction IO
    • (7) Endurance Reduction IO
    Level 8: Boxing
    • (A) Touch of Death - Chance of Damage(Negative)
    Level 10: Maneuvers
    • (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
    Level 12: Protector Bots
    • (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
    Level 14: Tactics
    • (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
    Level 16: Hover
    • (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%)
    Level 18: Fly
    • (A) Flight Speed IO
    Level 20: Dispersion Bubble
    • (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
    Level 22: Tough
    • (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
    Level 24: Assault
    • (A) Endurance Reduction IO
    Level 26: Assault Bot
    • (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
    Level 28: Weave
    • (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
    Level 30: Provoke
    • (A) Perfect Zinger - Chance for Psi Damage
    Level 32: Upgrade Robot
    • (A) Endurance Reduction IO
    • (43) Endurance Reduction IO
    Level 35: Repulsion Bomb
    • (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
    Level 38: Temp Invulnerability
    • (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
    Level 41: Vengeance
    • (A) Karma - Knockback Protection
    Level 44: Force Bubble
    • (A) Endurance Reduction IO
    Level 47: Repair
    • (A) Recharge Reduction IO
    Level 49: Personal Force Field
    • (A) Defense Buff IO
    Level 0: Born In Battle
    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
    ------------
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (50) Performance Shifter - EndMod/Accuracy
    • (50) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
  19. Quote:
    Originally Posted by Hillmm09 View Post

    -Colors: Green and white - just like the symbol for MMs.
    Looks green and yellow to me.
  20. Quote:
    Originally Posted by Turgenev View Post
    Terrific screenshots! Did you see Cole at all?
    I think i saw Cole in the mass of people in PD1 after the event standing next to DJ.

    Cole was a lvl 50 tanker wearing a white business suit.
  21. Quote:
    Originally Posted by plainguy View Post
    You probably didn't want it to sound like "I'm too lazy to post a build and figure stuff out so you do it for me." But it sort of did.
    meh, its the internet. Who isnt looking for an easier way?
  22. 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.
  23. 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:
    Originally Posted by StratoNexus View Post
    The to-hit debuff is likely the better choice in standard fare. Against AVs, the damage debuff would be better.

    Quote:
    Originally Posted by Dispari View Post
    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).
  24. Im hoping for more global enhancements, and a little less click dependent stuff.
  25. 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