brophog02

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  1. Storm is usually a very end heavy set, but with masterminds they took it up another notch on the crazy scale.

    Stamina alone is really hardly noticeable it is so bad. Heavy, heavy end slotting is needed in everything.....from pet summons and upgrades to all of your storm powers. End slotting should be the primary attribute you slot for in any storm mastermind unless you want to just guzzle blues all day long.

    Until you get further along and decide just what your personal priorities and style are, that's the best generic advice I can give. You never really solve end issues with a MM Stormie, you just get to the point you chug less blues.
  2. Quote:
    Originally Posted by UberGuy View Post
    Heh. Are you kidding? I'd bet you real world money that AFK farming is the primary supply of those on the market.
    People who bring real world money into an argument only suggest they don't have a clue what they are talking about. It just isn't an efficient enough method to do what you are suggesting.
  3. Quote:
    Originally Posted by ReclusesPhantom View Post

    Honestly, it's a complete waste of developer time.
    To be fair, so is practically everything else in this forum. I really think they just put it up so the devs have something to laugh at on their lunch break.
  4. Quote:
    Originally Posted by Helix_the_Cat View Post

    Tanking, on the other hand (as well as controlling and defending) feels like it forces me to pay more attention to what's happening around me.
    Good tanking is the hardest thing to do in this game because it has nothing to do with activating powers and choosing the right powersets. Good tanking is about timing and positioning. A good tank not only adjusts for the environment, but also for his teammates. A good tank can get the most out of his team.

    One of the best tanks I played with wasn't a tank at all, but a Fire/Fire Scrapper. He built like he was a tank, but in the end he's still relatively squishy. What made him good was that he was so good at positioning, timing, and interplay.

    That's the most difficult thing to do in this game, regardless of AT. Mashing buttons is common amongst all ATs, but the good players take it to that next step. The biggest difference between a tanker and a blaster is the deviation between those two extremes.
  5. Easy to learn is an inexact misnomer. What a lot of people use that phrase for is which set of pets lets the owner be the laziest.

    It is usually reserved for a set of ranged pets that you can have follow you around while the owner utilizes almost no pet controls, whatsoever. It's effective due to the baseline of effectiveness being so low on a mastermind, but also the source of a great deal of conflict when teaming.

    In that event, one hasn't learned to play a mastermind, but rather found a way to allow a mastermind to be played.

    When you get down to actually learning to play a mastermind, they are all the same. They all take the same pet controls, utilize the same macro structure, and function the same. Some have different preferences, such as melee or ranged, and some have different quirks, but the concepts and actions of the AT doesn't fundamentally change based on pets.

    Thugs is actually one of the more tricky sets to begin playing and controlling because the pets optimally work at different ranges, and therefore can require a little more management between pets to get everything to work right. Often times you'll hear people just yell at the Bruiser for "his stupidity" when they really should be looking at themselves for not placing him in the correct spot to begin with. It is one of the more powerful overall sets, however, and therefore a common selection in these kinds of threads.

    Bots is similar, in that it can be a powerful set, but is also a little difficult to utilize correctly because you want to optimally account for knockback. Instead, people complain about it rather than utilizing the tools available to properly position the pets.

    These are usually the most popular recommendations for "easiest to learn", but what they are really being recommended for is "easiest to make relatively strong with the least amount of work involved".

    In terms of learning the AT, the choice of pets doesn't matter as much as it does learning the controls and concepts such as bodyguard. The macro guides in the guide sticky is where you want to start. My personal recommendation is Sandolphin's numpad bind due to its flexibility and logical arrangement. It isn't for everyone, but it allows you to quickly learn a control system that can be used anywhere and control any level of pet. From there, you can begin tailoring the controls for your specific needs. I highly recommend, with whatever control system you ultimately use, to put a Goto command on an extra mouse button and become accustomed to moving your pets around. Most of the problems people have, whether it is with a singular pet or an entire primary, is due to poor utilization of the Goto command. Putting it on a mouse makes the entire exercise about as difficult as playing a Scrapper.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Re: The PvP recipe not that surprising there were several posts on the boards about mass farming fests for the things other people posted afk farming methods. If that isn't a recipe for killing the goose that lays golden eggs I don't know what is.
    AFK farming for those is pretty much a non issue in terms of generating enough supply to ever impact the market.
  7. Where the Oni attacks from is user error........making the error of letting him decide in the first place.
  8. Quote:
    Originally Posted by vindizzLe View Post
    I've never done this myself, but I saw quite a few groups like this back on my home server. I thought the concept was dope, having played Diablo II.

    Difference being, hardcore mode in D2 was finality........one death only. It meant something to play that way. I'd do an SG like that in a heartbeat, but this SG has too many rules, and I'm not fond of "conditional rezzing". It defeats much of the point, imo. Dying doesn't really matter the way it does in D2's hardcore mode, but instead you have the "unofficial requirement" that everyone have access to a team or self rez power. That changes the entire dynamic from one of finality to just making sure you're in the bounds of a slightly more constrained set of rules than standard.

    I wish this SG the best, and if it was done differently I'd surely join. However, with as hard as it has become anymore to put together and maintain even simple themed SGs, this group will be hard pressed to get established, active members to abide by all of these complex rules.
  9. Quote:
    Originally Posted by Ben_Arizona View Post
    I'm speaking on the basis of playing a non-energy /dev blaster, but knockback might well be your friend with /dev.

    Knockback is your big cuddly face chewing friend.
  10. They make Scrappers for a reason..........
  11. Blasters seem like a simple AT......they are afterall one of the most popular....

    .......but you're either a blaster type or you're not. There are, admittedly, a lot of reasons to become frustrated with one, and not surprisingly a lot of players start blasters only to dump them later on.

    As important as positioning and angles is timing, and that's the crux of what a lot of these posts are really saying. A Fire blaster doesn't have to worry much about this, but any blaster that has a knockback component in their AOE powers, whether that be shockwave, electron haze, energy torrent, M30, buckshot, explosive arrow.........any of them.......needs to understand that they are just one component of a team's AOE damage. Basically every AT is going to provide some form of AOE power, and outside of those that think their AT has to be "pure", most players will bring some of that potential to the party. Too many people think that the Blaster is the AOE, when he is just another component of the AOE.

    It is highly important to always know your teammates powers. First thing I always want to know is what tanks I have, so I know how to best utilize knockback to help them. If I have willpower and invuln tanks, I want to not only take care in my positioning, but also make sure they are taking care of theirs. If they corner pull (which is common in those sets), I want to get them to pull into the corner instead where I can better saturate their powers with bodies on the floor. Secondly, I look at my other blasters/defenders and their AOEs to see how much AOE I need to bring to get the job done. Third, I want to know if I have a -kb utilizing controller on the team. Lastly, I see if I have any typically AOE heavy Scrapper sets that may collide in style. If I have any problems with any of these, a simple PM takes care of things. If I have something like a tank or Scrapper that is doing a remarkable job working with me, a PM goes a long way there, too.

    I never back off with my AOEs with an Energy Blaster, provided that was the course of action the team needed, and with picking up Static Discharge out of the epics (or in this case Psychic Scream), the Energy Blaster has a substantial amount of AOE to contribute in both team and solo situations.
  12. It has insane potential, both offensively and defensively, teaming and solo.

    I have one stalled in the high 20's that I just haven't played with in a long time. Got frustrated at the lack of mid-level IOs (namely stealth oriented ones) and just let it sit while I did other things.
  13. The biggest problem with Ninja/Poison is you picked two sets who each excel at smaller, tougher encounters. The Ninja AOE gets better post 32, but it is middle of the road at best, and that's when you actively use smoke flash and everything goes well.

    The plus side is that the combo handles bosses and higher level foes very well and does it without heavy reliance on the Tier 3. For Ninjas, the Jounin are really the force behind the set, with Oni providing some damage and a bit of control.

    My advice is contrary to what most ATs will do in the i16 age.......crank the difficulty and take on smaller groups w/bosses rather than larger groups of lower enemies without bosses. Groups get easier post 32 and again post 38, but your strength is still taking out hard targets with great damage and massive debuffs.
  14. Quote:
    Originally Posted by Reptlbrain View Post
    I tried for a bit opening with Gale (and slotted that sucker) to beat the Caltrop opening, but the Gale victims do radiate a little, and scatter, of course, if you miss. If I want to debuff most of the critters in the spawn, then it's not usually possible to touch and retreat.
    The secret there is to "Fed-Ex" the enemies to the Ninja, and this is also easier with active usage of GoTo commands. Much of the time I move the Ninja to where I want the battle to take place, and then use Gale and Hurricane to deliver them to the Ninja. I don't care too much if one or two of the enemies aren't hit with Gale, because Hurricane can help round stragglers up.

    To get a decent sized group with the touch and retreat method, it may take a few passes of ever tighter circles. When doing that, I'm not so concerned about getting every last one, just enough to mitigate enough damage that I'm not losing Genin. Often times in the open, using this method, I've sent the Jounin in (w/Hide) and the Oni in (w/Smoke Flash). Timing can be tricky, and this is again helped with heavy GoTo usage.

    I very, very rarely let the Ninja do anything on their own accord.

    Quote:
    Originally Posted by Reptlbrain View Post
    Not skilled with the GoTo (all/def) myself; the ninjas seem mostly to run right back to where they were, so usually this seems to be a net loss of offense. I definitely should get better at placing the Oni/Jounin individually, but my mouse ain't got no extry buttons! Maybe the scatter is mostly the function of running a KoA arc recently...
    Those Ninja are real hypocrites! They'll throw caltrops all day, but the second an enemy does so they cry like little babies!
  15. Quote:
    Originally Posted by Oedipus_Tex View Post
    As long as you remember that Seeds usually does not affect bosses on the first application but Ice Slick does. Not an issue if the bosses are mezzed in some other way, but if they aren't and you use Roots they will immediately stand up and start attacking again, because they are both immune to knockback and not immobilized (unless you score an Overpower). This is why you really have to think carefully before using an AoE immob on someone's knockdown patch.

    If you have multiple trollers, you have plenty of holds to go around for a couple of bosses........plus everything is going to be dead before those bosses have a chance to do much. It is still a non-issue then.
  16. (1) Learn to use goto commands to help control knockback. The bots are an extension of you, and like any user with knockback, positioning is key.

    (2) Defense on your personal self isn't of a prime concern. Softcapping pet defense can be highly helpful, but your own state of affairs isn't terribly relevant. The damage done to you just isn't that large when you divide it up with 6 pets. If your decision is between a defense shield or a kb resistant immob, and knockback is giving you that much of a problem......the answer is very simple: Take the immob.....most bots players do.
  17. Quote:
    Originally Posted by alexus_NA View Post
    It practically forces a player to max their character, in order to be competitive in lower level zones, so what is the point of the lower level zone to begin with??

    I think that's a big part of the statement no one is really addressing. The point of purple's, and in some cases the *only* point in them is that they exemplar down. The case can, and has been made that they are overrated due to a pretty narrow scope of bonuses compared to other sets.

    I think that is understood by all, but the quoted portion was kinda skipped over while everyone addressed the same point. Why are there low level PVP zones if high level toons have an advantage? Why not just make everything max level, like other games do their PVP?

    It is a fair question. How many people are casual PVP players? By its nature it tends to draw a fairly serious crowd. While there are gobs and gobs of casual PVE players who may not even utilize the IO system, the PVP community tends to gravitate towards min-max players. Based on that, and the stated goals of the highly unpopular re-imagining of PVP, why would such an artificial constraint be present at all? Doesn't the allowance clash with the changes? Is that some of the reasoning that makes PVP, even in its newest incarnation, not a popular activity? Is there something implicit there that says don't PVP at all until you get yourself PL'ed so that you can be properly equipped?
  18. Quote:
    Originally Posted by Laevateinn View Post
    This has been happening to me on Guardian (but not on Virtue), too.
    Similar here. On Protector, but not on Virtue.
  19. Like other minor sources of regen, it works better as an overall plan to build regen.......just treating it as yet another bonus.

    Call of the Sandman is a pretty good, if underutilized, set. It may not be what you're looking for in Siren's Song, depending on your overall slotting strategy, but it is a fairly cheap source of extra recharge, hp, and end. The downside there is that the purple for sleep sets is pretty cheap, too......so it usually gets the nod over Call of the Sandman.
  20. Quote:
    Originally Posted by Reptlbrain View Post

    If only the ("new") Hurricane repel didn't push critters so far--far beyond the effects of the power--even when you merely you brush them. I use it all the time to "soft-cap" the Ninjas' defense, but in an open situation, even a spawn-circling move will often push the critters off the Caltrops.
    Yeah, that's tricky in a lot of situations, especially since the Jounin want to toss caltrops immediately, and as a storm user you may not always want that to happen. You can just brush them with Hurricane and it not repel, but it requires you to hit them very lightly and move back instantly before you trigger the repel component......possible, but tricky.

    Better is to try to let the repel take them into something, even each other, enough to slow them down. I find, when circle strafing, that a little speed helps in this, but not to the point of superspeed. My maneuverability and experience with the set is what I rely on to put enemies where I want them. My stormies are about the only toons I take Swift with, and just for this reason.

    I, personally, don't care that much for Soul Tentacles as an immob because of the very tight cone. It is tough to get a full group in it unless they are already very bunched up. For the scatter issue, my advice is to utilize a goto command on an extra mouse button. Best thing I can advise for either of the melee pets because it makes control quick and seamless. I constantly use that to put the pets where I want, and then use my storm tools or provoke to put the enemies near all of us. If we start getting scattered, then I bring the pets to me with pet commands and evaluate the situation.

    For someone not using Soul Mastery (or someone that doesn't mind tight cone arcs), then the immobs are a great solution and easy to use.
  21. A few comments:

    Smoke Flash is in part what makes the Ninjas stand out. Skippable? Sure, but not desirably so. The Ninjas do good damage with some useful mitigation. They're really kinda like little Blasters in that respect, and like little sword wielding Blasters, the easiest way to keep them alive is to kill everything very fast.

    Thunderclap is a very underestimated tool, as a whole, but especially for Masterminds. Like a lot of people, I skip it commonly on a lot of my stormies. For a Mastermind, taking it and Oppressive Gloom locks down everything not resistant to the effect. Even by itself, it knocks out minions and lets you concentrate on the hard targets first. That alone mitigates a lot of the damage that tends to kill the Genin. Ninjas, overall, don't have a lot of problem mitigating damage from 1 or 2 targets......it is groups that can give them the most trouble. If you can buy a few seconds of time by stunning the group, the single targets fall pretty quickly.

    Thunderclap is also very useful in team situations where Hurricane may not be the easiest to use. When appropriate, I prefer Hurricane as it is one of the best tools in the game, but Thunderclap works so well with the Ninjas (and most of the other pets) that it is worth taking if at all possible.

    Personally, I play a very melee oriented playstyle with a Ninja/Storm because my mitigational tools are primarily based at that range.
  22. /Storm is all about the lock down with the melee pets, and it works quite well. Necros can add their own debuffs to help more, while Ninjas bring their own tricks to the table that stack well with storm's lock down capabilities. The Ninja's passive defense is a little lacking, given what the other pets get, but combined with Hurricane it is very tough to hit the little buggers.

    The hidden gem with storm masterminds is T-Clap. Combine that with Oppressive Gloom in the late game and everything officially hates you.

    Group TP works very well, or you can bind a goto command to a mouse button. With the Ninjas, in particular, they get where you're going very fast. With practice you can send them on a goto at the same time you drop a freezing rain on that spot and they'll get there right as the foes are flopping.

    Or, you can Smoke Flash the Oni and send him in with the Jounin, who are already hidden for a stealth attack! Often times I'll do this and just keep the Genin on defensive. They're pretty good about staying back and throwing their shurikens, which do decent damage and their exploding variety provides more AOE.

    Lots of versatility with /Storm and masterminds, which is a big part of what makes the combination fun.
  23. brophog02

    /Elec

    I disagree with Mr Heat Stroke as well (in general), but I think he is referencing just a certain play style with Elec/Elec. I don't see the OP specifying a build or playstyle.
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Yes and no. You are correct that by letting fly with AoEs early the Blaster isn't benefiting from debuffs. However, the problem I find is that if I hold off on my AoEs the majority of the minions are dead (or almost dead) and so the AoEs are wasted. I play an AR Blaster and using my AoEs I can take out the majority of the minions pretty quickly even without debuffs (as well as severely wounding the LTs). So by firing off my AoEs immediately I deal with the chaff quickly and allow time for the tougher bosses to get debuffed before turning my attention to them.

    Which only means you are either waiting too long, or your AOE contribution wasn't really needed.

    In a team setting, most of the group's powers are indeed "wasted". The problem isn't necessarily you, the problem is the game is designed for two people to be able to take 8 man spawns.

    My motto is simple, and applies to everything in this game:

    "Only use it when you need it."

    That may be debuffs, AOEs, control, tactics........whatever. That simple motto, regardless of toon takes care of all the problems that I can conceivably have power over.
  25. Once again, we have met our monthly quota on this idea. Congrats to all!