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Quote:no you doing it "halfway" if you spread slots/skills too much around you have weak tank/buffs, weak attacks and weak debuffs.Yes, you can do it all at the same time. I do it all at the same time on a regular basis.
just to get the tank and debuffs to a considerable level will leave just enough slots for pets and that's all. there no much room for getting and slotting personal attacks unless you sacrifice tank or debuffs strength.
Quote:Hello. EVERY mastermind secondary has ample access to survival tools. Plus if that isn't enough, you can pick up Tough/Weave; most take Hover or Combat Jumping; and there is usually a decent Resist/Defense toggle available in your Epic sets.
Quote:Not to mention you have Bodyguard which literally doubles (or triples) your total HP because the damage gets spread out to your pets.
Quote:Then explain to me how a Force Field mastermind does it? You do realize your pets do have access to their own buffs and debuffs right in their own attack chains. Not to mention you can grab Interface when you hit 50 and add nice little debuffing effects to your pets' attacks.
Quote:It should also be mentioned that not everyone runs on +4 settings. Most people are content to run on +0 where you should be able to destroy anything with a little effort.
Quote:Whoops guess you can't explain how a */FF Mastermind can still destroy AVs. It's as simple as unleashing all your pets on the AV and watch him melt. Debuffs just speed up your kill speed. Lack of debuffs doesn't mean you can't defeat Arch-villains.
Quote:I second this. Hell, in another topic he mentioned how the Mastermind shouldn't use personal attacks because it would draw aggro. He specifically mentioned that it is not good if the MM is taking hits. This unfortunate child doesn't understand bodyguard mode!
get yourself spanked and drained by surgy and then praise further the invincibility of the bodyguard mode. or run after scrappy like hell without slows. -
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Quote:http://paragonwiki.com/wiki/ArchvillainI didn't say all could take out a GM, did I? Except for Bots, which generally can. I said all could take out an even con AV. Without regen debuffs.
There is a difference between AVs and GMs that you appear to be forgetting.
Archvillains (also known as Arch Villain or Arch-Villain) are extremely powerful entities. They typically have tens of thousands of HP (ten times that of standard bosses), substantial regeneration and recovery, high damage, and have a cycling period of near-immunity to all Status Effects except Sleep and Immobilization. Approach with extreme caution and several teammates. -
Quote:well, i never had a single purple in my builds. never bought anything pricy then LofG receipts, which were actually needles. and still kicking AV around. what am i doing wrong....By "extremely minimal" I mean I spent 200 million on the build tops.
Quote:AV's don't regenerate and resist more than your pets deliver. In every MM set I've tried they all do plenty damage to overcome an AV's regen. And Bots can permanently put -1000% regen on a single target. You really do not need more than that for much of anything.
to kill surgy with nekro/dark was also only possible with howling twilight spam on cd.
i allow me to do small quote from wiki:
"Similarly, even against an equal-level AV, a level 50 Defender's mighty Lingering Radiation Regen debuff will be dropped from its usual -500% to -75%. " -
Quote:yeah, of course. as if a build without def cap and scorpion shield would be viable.Web envelope and web cocoon require taking Mace Mastery, which on a Beast/Sonic is not a given. Also you cannot get them until level 35. Call Hawk is extremely early and really useful.
then how many flying mobs do you encounter that won't come along to you? all of them will fire some rounds from a far and then close up in to melee range. that how mob AI work.
in case you don't know, dire wolf has -fly. two -fly skills are one too many.
Quote:... In what way is a respec hard to come by? You get dozens from the rewards system and the trials are cakewalks. You even get one for completing the first part of a Patron arc. I'm never without a multitude of respecs to use even on new characters.
lolzzzz... incarnate... check their numbers and how long they last.
if you need incarnates to have a decent toon.... well, i am speechless, to say it politely.
Quote:Stealthing missions on my MMs is something I just don't do. So Superspeed is of no use to me. Even on non-MMs I tend to avoid speedrunning TFs/SFs. So I take the power that I prefer: Superjump.
we've done for ex. couple of LRSF in 17 minutes or less. and doing about 4-5 tf/sf on an evening. that's power play, not walking about for relaxing.
Quote:18% damage resistance is only not worth talking about if you think that taking 18% less damage from most attacks is useless, which quite frankly is silly.
Quote:The point is not whether defense or resistance is more useful, the point is Beasts have both in substantial quantities. That is the point. They are mixed, just ignoring the resistance doesn't make it go away and make them defense based.
what is it where beast excel? nowhere. a bit of anything.
def cap? unreachable.
regen? massive like what? like of regen scrapper? or willpower brute?
self heals that have 1 to 2 min cooldown. yeah, sure, whatever.
the bots are even better, their cooldown is only 30 sec and no one would rely on it as the only heal.
res? like i told, with deamons/thermal and their pretty decent base res and faster AoE heals i still need to heal them. and they still die.
like i said, try to kill a AV or GM solo. or try alone to hold the ground inside of the keyes warehouses. without the incarnate clickies and level shifts.
or try to hold alone the whole ambush spawn during ITF on +4x8.
"where have you been back there? watch for ambushes! - yeah, have seen them... dead."
the heck, set a mission to +4x8 and go for it alone. then we can talk how useful /sonic is. -
Quote:i've got no doubt that is a "extremely minimal". i prefer "powerhouse".Actually, I've got no problem doing all those things with one, extremely minimal, build. In fact, I only use one build.
Quote:And while a Force Field MM probably can't kill a GM (except maybe Bots, with the massive -reg in the Assault Bot's lasers), it can certainly kill an AV. All MM primaries have enough damage to kill an even con AV.
i've done it, before the incarnates. believe me it won't work.
damage is pointless as long as AV regenerates and resists more then your pets can deliver. -
Quote:well, thugs for example also have a mix of defense and resistance. what gives it? nothing, unless they paired with the secondary, that allow you to make weak defense into strong one. and even strong defense still be nothing without support heals. that's the point.No one is saying Sonic is better than Time. What tey are saying is that Beasts are not just defense based, they are both.
beasts have a bit of resistance on s/l, so what? there enough mobs that do other types of damage. what will you do then? defense line will prevent all types instead. its way better.
btw, 18% res isn't much to talk of, demons have around 30%.
Quote:And if you get Mace Mastery you don't need tough/weave/boxing at all. Superspeed is optional as well, and I don't have Assault for endurance reasons.
you need superspeed for later gameplay. it allow you to rush missions and to move fast during the trials and speedy tf/sf.
assault toggle will earn you more of total damage output then all the personal attacks. nearly all my mms have it and happy about it. so choose wisely where do you want to spend your endurance, where you get the most of it.
Quote:The Hawk is really useful for the knockdown and -fly, and the Ravens are good for racking up Pack mentality in early levels.
early levels are bad excuse for keeping useless skills and be forced to respec later to get rid of it. a respec isn't so easy to get by.
btw. you worry about getting faster the damage boost cap from pack, as if the whole team of 6 pet wouldn't do it later by themselves. but don't have enough endurance for a 11,25% permanent damage buff. there is a hole in your logic.
Quote:Yes, Beast/Time would be more sturdy than Beast/Sonic, however, Beast/Sonic can still be good.
the only exception of this rule is traps and only because of caltrops and beacon as a combined mitigation means.
Quote:Most of the Beasts have a self heal, and Fortify Pack gives massive amounts of regen. You can also grab Aid Other. Yes, the lack of an AoE heal is still very noticeable, but it can be worked around.
lick wounds on lioness has a 60 sec cooldown...
will of the wild on dire wolf 120....
minor wolves no heals at all.
forget about them, they won't be of use.
speaking of practice, i've got demon/thermal mm with wooping 80% s/l resistance and all other being around 50% on pets and still being busy to heal them despite their build in AoE heals, which btw has only a 30 sec cooldown. -
Quote:sure, but you can not do it all at the same time with the same build. you have to choose a winning strategy and stick with it.The problem with this approach is that, while you certainly can be lazy at times, Masterminds are designed to be the kings (queens) of multi-tasking. You can attack, buff, heal, debuff, control, tank, AND never have any part of it interfere with your "attack chain".
you can't survive if you don't have sufficient defense. that means def cap for you and preferably for your pets OR tons of tohit debuffs. that a lot of skills and slots an IOs.
you can't defeat strong enemies unless you have enough debuff tools. regeneration debuff being the most important.
that the reason why traps, time and dark are so popular.
Quote:Even on a Force Field Mastermind you could be using some of your powers to keep the tougher targets off their feet, against a wall, or even sequester them until you decide to deal with the threat. In fact, I've seen many /FF characters actively "sequester" many an Arch-villain.
If you aren't multitasking as a Mastermind, you are not active enough.
on other hand you can have certain skills that allow you to control an AV with one and single application. caltrops and lightning storm have magnitude 50 (!) fear. slow them on top of that and AVs will just run about forever doing nothing but bagging damage. -
going for resist means that they will get hit and need to be healed. sonic can not heal. hence they die A LOT.
resistance debuff has nearly every secondary set, along with reg debuff and heals.
going for defense means they likely not going to be hit at all.
lets say beat/time: 12.45% base, 13 from farsight, 10 from procs, 4 from maneuvers and we have 39,45. i don't know exact numbers from fortify, but i guess it will be near to def cap in total. plus the lioness buff will probably make them overcap. that's a team of 6 tanks. AND you have heals AND debuffs.
the personal attacks are at all times waste of slots. you will not have enough endurance to maintain the support AND attacking mobs. even with all possible endurance procs on my /time mastermind sometimes i just cant wait untill chronoshift cooldown ready for endurance boost. using personal attacks only means that you endurance bar will be empty. and also you will have drawn attention to you and get hit. which is rather very bad idea.
believe it or not, in later gameplay you will need a lot of skills from powerpools.
hasten/superspeed, boxing/tough/weave, maneuvers/assault/tactics are mandatory once you get to 50 and starting trials. otherwise you will be more dead then alive. -
beast are defense based, you'll be better of with defense set like time or traps.
sonic isn't suitable for real powerplay because its lack of healing.
personal attacks are bad, bad, bad idea. they look nice but don't benefit you on a long run. they just waste on skills, slots and endurance, which is at all times very short.
take instead scorpion shield, tough/weave and maneuvers/assault, believe me, you will be much more happy. -
Quote:yeah, yeah, sure, definitely. better off petless mm, huh?That is the worst advice you could ever give to someone having trouble with masterminds. If you can stand around doing nothing, the difficulty needs to go up. A lot.
if you have a good build your only concern will be tough enemies like EB, AV or GM. and THAT is where a mastermind should excel. -
well, the whole point to play a mastermind is to be a lazy boss.
you standing around, doing *nearly* nothing and stuff got killed, uuhm, sorry, defeated.
the key in the gameplay of mastermind is to be a boss, to be active only and only if your mini team profit from it. that means buffs/debuffs.
so if you get bored with buffing sets then try debuffing one, that will require pro-active gameplay. i can recommend a few.
necro/dark/soul feels more a controller. tentacles+stare is a fake aoe hold. 2 true holds (elite bosses will like it), heals and other things. you'll be pretty busy playing it.
bots/storm is hard to master but very rewarding. for example put a damage proc in freezing rain and watch the numbers. new enhancements make tornado way less annoying. lightning storm not only do damage, but also "control" even an archvillain, its a mag 50 fear build in. and you can have 2 of them at the same time. and it is also a toggle drop. -
Quote:yes you can.The heal is just icing on the cake; good to have but you can't count on it.
what you can't count on - is to debuff everything around you to the limit.
you still get hurt, your pets still get hurt. additional heal makes the difference between "barely healed" and "back at full health".
its about 500 health we talking about, with 1 blast of 20 feet every 10 seconds. nothing to sneeze at. -
if only some one would fix arsonist... man, how annoying is he...
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well, i disagree with your disagree. so what?
first - fluffy heals so much and so good that i can mostly forget about having my own heal and concentrate on proactive debuffing of the mobs. in usual mission i don't even touch my heal, fluffy is more then enough.
more then that, you can be mezzed while fluffy will be your backup healer.
second. yeah yeah yeah. go try to tell that some one who never killed an AV or GM solo. you can NEVER debuff them that high so they never hit you. and when they DO hit you - you will need all the healing available to get whole your army back at full health.
and before you start munching with numbers - figure out ho much -tohit will produce nekro/dark combo. and then face the fact, that you still getting hit, regardeless of your precious numbers. -
-120 tohit debuff will bring you nothing useful. mobs without debuff resistance will die anyway, mobs with tohit resistance will be capped somewhere by 30-40%.
so, what can fluffy do?
1. -tohit. hardly worth the effort. all dark skills have -tohit anyway. darkest night -20, fearsome stare -13, twilight -5. and even base -tohit on all fluffy skills are 2x -30 and 2x -5. that more then enough to do the job.
2. hold. 2-3 sec longer hold is nothing useful too.
3. heal. now we talking business. 238.81 unsloted, twice the number if sloted. other healing skillsets dream about such numbers.
therefore 5 touch of the nictus and one recharge reduction. -
Quote:no, they don't because of the bugged AI. it has been discussed so much that it pointless to talk about it again.Must be operator error, here, because my bots do stay in one place.
Quote:Again, Darkest Night doesn't care where you are in relation to the anchor, it's that simple. You seem to be ignorant to simple game mechanics with statements like this.
if you would have made e a thug/storm and bot/storm and compare your experience what will work better.
oh, wait a moment, that is i who did it already. so make your own experience with them, then we will talk.
Quote:Hurricane can help in that situation in two very easy ways. The first is to jump past the enemies and push them towards your team of thugs while debuffing them.
Quote:The second option is to walk close enough that they get debuffed without being knocked back. You'd probably know this was possible if you have ever played Storm Summoning or you read the post you quoted, which clearly states the second tactic.
Quote:Again, you can move close enough to debuff without knocking enemies back.
if you debuff front line - back line still do full damage.
if you go past the front line to debuff both front and back line - you render AoE to single target.
Quote:This paragraph is all the evidence I need of your complete lack of tactics.
You can claim things like this all you want, but everything else you've said speaks a resounding "I have no idea what I'm talking about."
... trolling as it is... your trolling in case you misunderstand. -
Quote:... no thinking ... and no game experience ...Erm... this isn't correct.
Twilight Grasp heals around you, so you only need to stand near your pets. Nothing about this power requires you to be near melee.
Darkest Night doesn't care where your pets are either. Place this on the enemies and it debuffs the enemies. You get no benefit by being in range of Darkest Night.
Have you ever played Dark Miasma? Bots/Dark is one of the more powerful combinations available to MMs, as the -tohit and +def of the bots stack nicely. Bots/Dark is one of the premier AV/GM soloers as well.
1. bots (sadly) don't stay in one place, they scatter. and its the front line that need to be healed at most. its not the power that require to be in melee range, its your bots that run in to. which force you to move around and repeatedly heal front and back line turn by turn. nekros on other hand are all at same place.
2. darkest night debuff only stuff around the anchor, therefore its the safest area where you and your pets can stay. it make no sense if the anchor run away or being knocked away and all other mobs hammering your pets down. therefore you need melee pets chasing the anchor. bots are ranged, thats the problem. if some mobs break through the front line they rip your bots apart. on other hand nekros have controls, that allow to have the upper hand.
3. well, nekro/dark works better then bot/dark, just because of placements. and before you make any further pointless assumption - my main char is nekro/dark. i've killed nearly every gm/av with it.
Quote:My experience with hurricane has been that its defensive contribution comes in two parts: 1) the hit debuff, and 2) the knockback. Once enemies are debuffed ....
imagine that - you staying behind, bruiser run in to front line, arsonist after him. mobs agro them. how hurricane can be of help in that situation?
you can stay behind, but arsonist will definitely die and bruiser most probably too. o2boost will not outheal the damage. you can also move with hurricane in to mobs, but that will only cancel the AoE damage and still the backline of the mobs will do full damage on them.
so " Once enemies are debuffed" will require that you sweeping the whole room scattering the mobs and annoying your team mates. seriously, hurricane + melee pets is a bad idea. i have had thug/storm and deleted him after lvl 32 because of that. it was nearly useless. on other hand bot/storm works well because hurricane can protect nearly all of them. -
i think its wrong to speak of pet set only.
the best survivability always depends on the best possible synergy between pets own means of protection and the secondary skill set.
some examples
1. nekro/dark - being fragile a start necros can build a strong level of -tohit. all they need is a way to cancel alpha strike, which is no problem with dark powers. also total number of -tohit is outstanding.
2. bots/traps or /ff - don't need actually to say more. all +def stack.
3. thugs/traps or /ff - same, all +def stack.
4. demons/thermal - primary way to defend themselfs for demons is resistance, so thermal is the best way to improve it.
bad way examples:
bot/dark - while still be playable its bad synergy. for twilight you need to be near to melee range to enemy, otherwise you will be healing only 1 or 2 pets. for darkest night the best place for your pets near to anchor. bots are ranged, that mess the positioning.
thugs/storm - best protection is hurricane, but bruiser and arsonist whole the time run out of it. if for bruiser its intended, still both of them die quite fast without additional support.
and so on..... -
well, thats character number 10 i get thru mender arc, nothing new to me.
yes, ive talked to him afterwards, in fact several times, i didnt helped.
several ppl on global channels have said that the same happened to them and they dont bother with mender arc anymore, they just run itrials. which i actually had to do to overcome that stupid glitch.
never had such problem before. all other characters i got to 50 were prior incarnate trials and it worked just fine and without problem.
i thought some one should be notified about this. -
i've completed mender ramiel arc, but alpha slot still locked and third build still unavailable as if i didnt done it at all. level 50 reached, going rogue present.
any suggestions? -
1. general rule - no personal attacks.
2. take from leadership pool maneuvers and assault.
3. assault bot - full sovereign right, battle drones - full edict of the master, protector bots - full blood mandate.
4. web grenade - more then a single accuracy is waste of slots.
5. ffg - more then 3-4 slots is a waste.
6. poison trap is THE cornerstone of traps, 6 slot it with lockdown.
7. combat jumping is completely unneeded. waste both slots and skill.
8. equip/upgrade - anything besides single endurance reduction is pointless, waste of slots.
9. caltrops are actually worth of 6 slots with some damage procs in them. not sure, i have heard it has been nerved in some way, but still even 2 recharge 2 slow and 2 damage turn it in to DoT nuke numbers.
10. repair is crap. take aid others+aid self.
11. seeker drones - 6 slot with siphon insight. another cornerstone skill.
12. acrobatics also pointless.
13 acid mortar require at least 4 slots, may be 6 with some damage procs or just damage. you need maximum recharge for this power to get it doubled for -40% resistance and toxic damage is exotic enough to bypass most defenses /resistances.
look at my current build. please note its still under development, all red fortune sets should be luck of the gambler, stamina should be performance shifter and health should be miracle.
vengeance is a holder for luck of the gambler proc.
but still, as it is now i have no problem to kill most giant monsters or archvillains. also i've tanked whole itf cause our tank was squishier then me.
the key tactic fighting av or gm:
1. seeker drones as always the opener, keep them on cooldown. constant -20% damage is important.
2. tackle him as hell, spam web grenade, web envelope and web cocoon on colldown. they will resist immobilizations and holds, but they will suffer slow and recharge and it is very importaint for the second step.
3. caltrops are your primary weapon and mitigation. 2-3 patches should be constantly under their feet. don't underestimate the damage numbers, its dps of a single patch according to mids comparable to psionic tornado and you can have 2-3 of them at same time. the most important part of caltrops is magnitude 50 fear. even gms and avs will try to run away, that is good because with all the skills they will have like -500% of running speed. it takes them forever to run away. while they trying to run - they do nearly no damage, occasional attacks are suffering -recharge.
4. put acid mortar on cooldown, 2 of them are -40% resistance.
5. poison trap also at their feet on cooldown. -regeneration is a must.
basically with all the skills involved your are busy on mezzing them, no time or endurance on any other skills, not to say about personal attacks.
hope it will help.
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sorry, couldn't resist.
all that calculation look nice until arsonist dies while trying to slap some stuff in melee. or grabbing agro and being insta gibbed.
there is nothing so annoying as resummon the arsonist over and over and over and over again.
(just not to forget hand clap from bruiser killing whole AoE herding, which further reduce AoE efficiency.) -
waste. 1 is enough. if you need more procs - put them in to beacon.
agree
kick it out. no personal attacks is the rule that everyone should follow.
waste of power and slots.
6 slot it. 2 rech, 2 slow, 2 damage, no kidding. later on some damage procs and watch the numbers floating. compare by numbers - its a frigging nuke.
Quote:Enchant Undead => 1 slots
Recall Friend => 1 slots
Acid Mortar => 6 slots
Grave Knight => 6 slots
you really need an extra slot for it?
3 is better. may be even 4 for some set bonuses.
seriously undersloted. poison trap is a cornerstone of the skillset.
6 slots and nice orange set, nothing else.
Quote:Assault => 1 slots
Tactics => 2 slots
Lich => 6 slots
Seeker Drones => 6 slots
Aid Other => 2 slots
Quote:Dark Empowerment => 1 slots
Maneuvers => 2 slots
Detonator => 4 slots
1. dps is marginal.
2. most damage will be done on lich, but killing him will cancel all his controls, which are invaluable. you not only loose dps, you also loose those debuffs he make.
3. it cost a lot of endurance to resummon.
while its quite funny it doesn't pay it out using it.