azamean5663

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  1. I think Guild Wars 2 would be your best bet, my Necromancer is only level 22 and I have a Bone Fiend, 2 Bone Skeletons, the glowy shadowy ball pet aswell as your default lvl 1 pet whose attacks also heal you, that's as many as Masterminds get.

    Also on GW2, Mesmers attacks summon clones, which you can have 3 active at a time, them they can also summon various types of "phantasms", mage, defender, soldier, depending on your weapon you're wielding.

    Hope this info helps
  2. azamean5663

    Pain Domination

    Hi all, I was looking for some info on Pain and after going back 5 or 6 pages without a mention on the set I thought Id just ask.

    I'm looking to build a Pain Dom character as I've never used the set but something about it appeals to my support-but-also-smash side.
    Can anyone give any insight to the set and what would be the best Blast sets to pair with it for synergy? I'm looking ahead to i24 and want a set with a snipe as Pain as a nice +ToHit so I could easily make it perma fast snipe, the only blast sets I don't want are fire and ice, purely because I have them on a lot of characters. I was thinking maybe between Elec/, Rad/, Psy/, or maybe Energy/.

    If anyone can give me any advice I'd very much appreciate it, thanks

    EDIT: Would I be right in saying this is an unpopular/underplayed set?
  3. Has no one pointed out to him that he has picked the Fitness pool in his above build? OP, all four fitness powers are now inherent from lvl 2. You no longer need to take them on any character you make as its automatic.
  4. Thugs/Traps is gonna be a powerful combo, any secondary that gives +def works very well with Thugs because the Enforcers have a huge def bonus to all.
    Other powerful combos would be Thugs/Time and my personal favourite Thugs/Dark. Having a large group heal is always going to be beneficial on a MM.

    I Reccomend taking the 5% +def aura IO's and slotting them in your tier 1 and the recharge intensive pet +def in Gang War On the topic of Gang War, I alwa take Burnout on my Thug MM's, it lets you instantly summon two Gang Wars which is just fun.
  5. Hey all, below I have a build I made for my Tri-Form WS, I've got it up to perma-Eclipse and just wondering if anyone could critique the build or point out anything I may be missing as I don't have a huge amount of experience with Warshades.

    I know there are a lot of missed set opportunities but once I got enough recharge to have eclipse up reliably I just started to slot common IO's, has anyone any Incarnate suggestions also? I think I'm fairly set on Clarion for my destiny slot but unsure on the others, or if I were to take Melee hybrid for the mez protection would I still need Clarion?

    Any and all suggestions welcomed

    http://www.cohplanner.com/mids/downl...8AF917A3A8EB5E

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye -- KheldiansG-Rchg/FormBuff(A)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravimetric Snare -- Thundr-Acc/Dmg(A)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
    Level 6: Dark Nova -- ToHit-I(A), ToHit-I(9)
    Level 8: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Sunless Mire -- Acc-I(A), Acc-I(13), RechRdx-I(15), RechRdx-I(15), GSFC-Build%(17)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Orbiting Death -- Dmg-I(A)
    Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 20: Black Dwarf -- ResDam-I(A), ResDam-I(21), ResDam-I(21)
    Level 22: Stygian Circle -- Heal-I(A), Heal-I(23), EndMod-I(23), RechRdx-I(25)
    Level 24: Shadow Slip -- RechRdx-I(A)
    Level 26: Unchain Essence -- Dmg-I(A), Dmg-I(40), Acc-I(43), RechRdx-I(43), EndRdx-I(45)
    Level 28: Nebulous Form -- EndRdx-I(A)
    Level 30: Inky Aspect -- Dsrnt-I(A)
    Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-Dmg/EndRdx(46)
    Level 35: Stygian Return -- RechRdx-I(A), Dmg-I(46)
    Level 38: Eclipse -- Aegis-ResDam/Rchg(A), TtmC'tng-ResDam/Rchg(39), ImpArm-ResDam/Rchg(39), RctvArm-ResDam/Rchg(39), Acc-I(40), Acc-I(40)
    Level 41: Quasar -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-%Dam(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A)
    Level 47: Tactics -- GSFC-ToHit/EndRdx(A)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Shadow Step -- TSM'n-Stlth(A), Range-I(3)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 10: Shadow Recall -- EndRdx-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)
    Level 6: Dark Nova Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(29), Decim-Acc/Dmg/Rchg(29), Decim-Build%(50)
    Level 6: Dark Nova Bolt -- HO:Nucle(A), HO:Nucle(19)
    Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(50)
    Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(50)
    Level 20: Black Dwarf Antagonize -- RechRdx-I(A)
    Level 20: Black Dwarf Drain -- Dmg-I(A), Dmg-I(17), Acc-I(19), Heal-I(33), Heal-I(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 20: Black Dwarf Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 20: Black Dwarf Smite -- KheldiansG-Acc/Dmg(A), KheldiansG-Dmg/Rchg(7), KheldiansG-Acc/Dmg/Rchg(9), KheldiansG-Dmg/EndRdx/Rchg(34), KheldiansG-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(36)
    Level 20: Black Dwarf Step -- Range-I(A), Range-I(33)
    Level 20: Black Dwarf Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Dam%(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
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  6. azamean5663

    Ice/?

    I have to say I LOVE my Ice/Storm.

    Dropping Freezing Rain and then Ice Storm on top of it is just fun. I also love the synergies it has (lots of slows and Ice/ has some -ToHit aswell as storm)
    If you haven't tried storm before I reccomend it, throwing up your lightning storm and tornado (with the OF proc) then using Burnout and getting another storm and tornado, just, insane. Be even better with the i24 changes and dropping your Blizzard twice

    It also has the added benefit of Storm not being an overly busy secondary, your Steamy Mist and Hurricane are on and everything else is drop and forget about it. It means you also only have to build for ranged defense because things jut don't get through that Hurricane. And if you're worried about surviability due to its lack of self heal, don't. Nothing will be standing to hit you anyway.
  7. Market maintenence and new patch in teh same day, and still no sign of Bio Armor/Nature's Affinity?! Why do you tease us sooo.....! *shakes fist*
  8. Quote:
    Originally Posted by dmurray View Post
    Guys thanks for all that but I have a question (actually sent in a ticket about this): I got used to using the thugs up to level 10. When I put them to defensive stance and then tell them to attack something, they kill it and anything else attacking them/me (which is what I think they're supposed to do). But with bots they switch from defensive to agressive and stay in agressive stance when I tell them to attack and end running off and constantly fighting.
    I tried demons just now and the same thing happened but only for a moment. They switch to agressive for about 5 seconds then back to defensive which is fine since usually it takes more than five seconds to kill everything.
    So is it a bug with the bots?

    Anyway, so far I didn't really like the thugs (admittedly I only did play to level 10). They seemed far too weak in terms of being able to be kept alive. I went with dark as a secondary power but I dunno, it just seemed like one of them was always around 1/3 health (with me spamming the level 1 heal and using inspiration healing on them). The bots seem stronger (although I'm only level 4) and do pack a bit of a punch, too. But the problem I mentioned above is really putting me off them.
    I have a lvl 50 Thugs/Dark, and boy, I really reccomend them. The problems you've mentioned are normal for your level, Tier 1 thugs have no innate defense, wait until you get your Enforcers and they give huge +def with their manoeuvres, some good tips would be to get leadership powers yourself (good for any MM) and if you like you can go Speed pool and get Burnout. If you use Gang War -> Burnout -> Gang War you instantly have an extra 20 thugs! So much fun lol.

    The problem with your pets going into aggressive is most likely from using the "Attack" command you get by default in your power trays, this turns all pets aggressive. To avoid this make a simple macro "/macro Attack "petcom_all defensive attack" that way they will stay defensive, later you can setup macros for individual pets with a bit more complexity.

    That's my 2 inf, sorry if there are any spelling mistakes I'm on my phone lol
  9. Hi guys, I've just recently started this character and I've been really enjoying it so far! So I decided to make up a build to try for permadom and also high defenses, which I found difficult enough.

    As it stands I'm just off permadom with it recharging in 94secs (including my alpha slot), I know alpha recharge doesn't count towards it but I was hoping it could help getting Hasten up faster.

    I'm not averse to changing my pool powers if you guys could find something that would be more useful, but I would like to try and keep Ice Mastery APP for Sleet, Hoarfrost etc... But I could be swayed!

    Anyway here is my build, thank you in advance!

    Villain Plan by Mids' Villain Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Spikey Presence: Level 50 Mutation Dominator
    Primary Power Set: Darkness Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Dark Grasp -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(3), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SAotDominator-Rchg/+Dmg%(7)
    Level 1: Thorny Darts -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(7), ExVuln-DefDeb/Rchg/EndRdx(9)
    Level 2: Living Shadows -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Acc/Immob/Rchg(11)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 6: Skewer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 8: Fearsome Stare -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear/Rchg(17), N'mare-Acc/Fear(17)
    Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
    Level 12: Heart of Darkness -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(23), RzDz-Acc/EndRdx(25), RzDz-Stun/Rng(25), RzDz-Acc/Stun/Rchg(27)
    Level 14: Kick -- Empty(A)
    Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27)
    Level 18: Haunt -- N'mare-Acc/Rchg(A), N'mare-Acc/Fear(29), N'mare-Acc/Fear/Rchg(31), RechRdx-I(31)
    Level 20: Thorn Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Weave -- LkGmblr-Rchg+(A), DefBuff-I(34), HY:ProtP(34), EndRdx-I(36)
    Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37), UbrkCons-Acc/Hold/Rchg(37)
    Level 28: Thorntrops -- RechRdx-I(A), Dmg-I(37), Slow-I(39)
    Level 30: Super Jump -- ULeap-Stlth(A)
    Level 32: Umbra Beast -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(40)
    Level 35: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 38: Thorn Barrage -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(46)
    Level 41: Sleet -- RechRdx-I(A), EndRdx-I(46)
    Level 44: Hoarfrost -- RechRdx-I(A), RechRdx-I(46), Heal-I(48)
    Level 47: Ice Storm -- Dmg-I(A), Dmg-I(48), RechRdx-I(48)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), DefBuff-I(50), HY:ProtP(50), EndRdx-I(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 4: Swift -- Empty(A)
    Level 4: Health -- Mrcl-Rcvry+(A)
    Level 4: Hurdle -- Empty(A)
    Level 4: Stamina -- EndMod-I(A), EndMod-I(29)
    Level 50: Spiritual Core Paragon
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  10. I know you said you were going ahead with this build but I feel I have to but in, my main being a MA/WP Scrapper, so I have a lot of experience with Martial Arts.

    Drop Thunder Kick, seriously. You shouldn't ever use it, take Cobra Strike and Crippling Axe Kick, much much better damage and more opportunity for sets. I respec'd Thunder Kick out when they changed the damage scale of Cobra Strike to be one of your highest damage attacks and never looked back.
  11. I don't have access to Mids at the moment, but I'll try give a little bit of advice anyway.

    I can't say I can really see what you're doing with the build as it is, but what I would suggest; drop Crush, its a low dot which is pretty unnecessary, you'll want to try get Gravity Distortion up as often as possible to maximise on Impact! damage, Lift and Propel are very hard hitters, and Crushing Field should be used to lockdown your other targets. I'd suggest taking Time's Juncture instead of Crush, its a must have power for the -ToHit it gives added to the +Def to from Farsight it'll make you quite hard to hit.

    Since you've taken Combat Jumping aswell as SJ, Spring Attack would be a nice option to take for some AoE damage, maybe in your empty slot at 30.

    Some closing points, I'd take Hasten, maybe the Fighting pool for Tough and Weave if you want to max out for defense. Power Boost in your Anchillary if you want to max out Farsight and controlling powers.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    Every 10 seconds you've a chance of giving your enemies back some Endurance. Because they're the ones affected by the End Mod.

    ie Bad Thing
    Wow, thats pretty lame. I think it stands to reason that this should be changed to work on yourself!
    Oh well, I guess I'll put in the +Chance for stun.
  13. Hey guys, I've searched and cannot find an answer to this on the forums so I thought I'd just ask.

    If I slotted the Performance Shifter: Chance for +End on my Brute's Lightning Field, how exactly does that work?
  14. A lot of you probably know about one of the upcoming power pool; Sorcery. If not just google it, theres most likely some rules that prevent me from posting it here

    So who thinks the mez protection power from sorcery could make a pretty dramatic impact on Blasters? Its a bit of a game changer alright, giving Blasters (and any other squishy who chooses to take it) full mez protection.

    Thoughts?
  15. Hi guys, I was wondering if anyone could give me some advice on which AT to make my Staff Fighter?

    I am on a train and don't have access to Mids so bear with me.

    I was pretty much dead set on rolling it as a /Regen, but how does it fair on a Brute? I'm not averse to trying another set as I have a high lvl Regen Scrapper but have never tried it on a Brute, are all the +regen values the same or do they differ from the Scrapper set? I think the Form which gives +regen on Sky Splitter would have a nice synergy with Regen.

    I think Staff would go well on a Brute as the set itself has no form of Build Up, so the Fury damage would go nicely, but having no chance to crit is the trade off. Which has the higher sustained damage?

    Then it comes down to Anchillaries, as I think the Scrapper's have nicer options, such as more regen from the Body Mastery set, or Shadow Meld. I know the Regen from the Body set isn't huge but I'm all about trying to max out my stats.

    If Regen values are different on Brute's, the res sets would also be nice. Was thinking possibly Elec Armor, as they have a higher damage cap of 90%, as opposed to the Scrapper's 75%.

    So anyway if anybody has any advice on which set or AT might play better for me or if theres anything I've glazed over entirely as I haven't played Brute's much let me know, thanks!