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Posts
2007 -
Joined
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Someone mentioned Steam punk robots and zombies. I thought that was a great, great idea..
Necro needs something like a hit debuff aura or something. They just have nothing to offer compared to Robots or Demons and Thugs. Yes their attacks are Hit debuffs, but the issue is in between the pets attack and IF they hit with the debuff.
Would like to make a Rocker type Undead pet. Or bride and groom undead pet.
Beast master I' m with you on the pet comments. They had sooo many choices and they really, really fell short with this idea. I don't know which came first Umbra Beast or Beast master pet. I would guess Beast master pet and they just added that silly shadow to Umbra Beast which is yet another travesty.
I would seriously go for a strict 2 shots and your out policy for pet creation. You have to buy it and click an accept policy. Now you can customize your pets. But if you make ladies of the night thugs or stripper robots BAM your toon is reset and you have to repurchase the customize again. You do it again, BAM toon reset no more customization for your account as it relates to masterminds.
Try to buy it again and a message pops up that says sorry your too much of a ****** to pick this option a 3rd time. -
@ Static
Not speaking for Doomguide but I am making a point, so bear with me.
Doomguide picked up that build from Linea Alba Mid archive which is from RO website. I just happen to pull that down yesterday myself because I could not find the build myself on these forums.
End result you can either go with great minds think alike or a simple reality that if your looking to achieve something specific within a power set(s) there is not much wiggle room and beyond having a few slight different choices every build will look the same.
Personally it is a bit sad in the sense 2 players cannot achieve similar goals but have 2 different extremely different DP Time builds because of how game mechanics work and how set bonuses work out.
I will say it is both, great minds and game mechanics -
Pretty cool build.
This falls into the Hypothetical petless mastermind idea. Get ready for the venom players will spew.
I do think some stuff is over slotted. I don't see the value in 3% added to resistances from shield wall IO because they are low to begin with.
I think the last power in the medicine pool might be helpful. I think it makes aid other and aid self uninterrupted which is cool.
Definitely need to see the build with all the stuff added to get a better feel for it, or at least see the set bonuses for those not listed yet.
Defenses are covered for sure.
Have you considered going rogue to pick up the sniper attack maybe ?
I do think SR is your safest choice. I agree that it offers you defenses without the need of having mobs near you.
Quills doesn't seem so bad is the DPS that low ? Maybe 4 slot it with all procs ?
Would love to see how this works out -
I don't know that guy at the AE counter told me he was out of Sapphires, but could sell me 2 Ruby's for the same price. Seemed a bit fishy so I didn't take it.
Shortly thereafter Longbow agents came and arrested the guy. The female on the other side of the counter was so overwhelmed with work she quit.
AE employees where referring everyone to their shop on Kings Row until they were back up in service.
So I think they can run out of salvage and even close shop. -
I would like to purchase an inflatable dummy(s) that I can auto add to a TF team so I can solo a TF without asking.
Talk about Anti Social, Huh.
Sometimes I just want to see if I can without having to bother people. Plus I think at least one person has to stay on the team or just log off ?..
Either way too complicated, too risky. I can't run 2 accounts or don't dare to on my Mac. I'm happy enough this game doesn't crash that much anymore on my Mac.
But it doesn't have to be inflatable dummies. It could just be a 1 time solo token that I turn in to the TF contact. -
Quote:LOLYou are just too über. Pretty sure the devs intended for it to be used when your pets die in combat, never expecting players to get to a point where the pets don't actually die... It's a shame that you need to kill your own pets in order to use this power.
Sadly I'm not..
I made a Necro Poison with a tankermind approach. Sadly I forgot I have to use SOs and level him up before I could use that build.
He is stalled at 38 atm with frustration.
Honestly I don't even know what Soul Extracted pet does. There is nothing listed anywhere I can find to see it's powers. I was playing around with it myself looking at the combat window to determine what attacks it does. But I think I will have to get someone into PVP that has a zombie mastermind to use an analyzer on it to see if it works. The analyzer only works on enemy mobs I found out after I made one and tried to target my pet. I'm assuming in PvP it might work to see some stats. I couldn't get the combat window open either on it.
Who knows. -
Quote:The point that adding new Alternate powers to sets would be new power sets.So, the suggestion then is to add perhaps as many as nine new powers to each and every existing powerset in the game?
Seems like a lot of work. And money. And time.
Personally, I'd rather see the devs spend those things on new powersets.
I know, the next question is who determines what sets get this choice first?
Simple Every set gets 1 alternate T9 power.
The reality is with these powers if no one has really noticed is all they doing is taking something away from one part of the formula and adding it in another place.
Longer Recharge = More Damage
Short Recharge = Less damage
Everything else is pretty much the same. If a power is a Targeted AOE power then it hits X amount of targets. Cone something else, ETC. This has been normalized throughout the updates over the years.
What this does, is it gives even 2 people who pick the same Arch Type and the same Powers sets to be a bit unique even within their own sets.
As an example, (and a weak one admittedly) You like Time Bomb the way it is (or the updated version that is to come supposedly) and I would rather have the Alternate choice to Time Bomb, which is Sticky Mine, quicker recharge but less damage slight change to instill fear in mobs ( heck who wouldn't be scared to see a comrade blow up ).
So now that secondary build you mentioned, well it could be completely different now.
Lets face it as of today, who will NOT take advantage of the crashless nukes and the ability to have perma snipe if they could without affecting their build. So as i24 pops you will now have 100s of players already set up to fire off a perma snipe and drop a crashless nuke on some mobs. I know all my builds are going in that direction. The only big thing stopping me is the painful respecs for so many toons.
So come i24 you will have just a bunch of cookie cutter toons with similar powers because players want to take advantage of something good and new. I mean really what new build will NOT have these accommodations now. Pretty much only those that never had them in the first place.
Whereas before this you did have some that took the snipe and others who didn't because it was a matter of play style or set bonuses. But now everyone will have it these powers, you don't even need to be a min max player. All you need to understand is eat 2 yellows and you will have this green circle around your snipe that will make it shoot very fast. On teams with buffs it might be 1 yellow.
I like this idea, especially since I have brought this up in the past at length as well. -
Many Trap powers cannot be placed why flying or hovering, even if you just activated the hover power and are inches off the ground.
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It would be nice if Soul Extraction would just summon a pet equal to whatever pet your targeting atm, or be able to summon it from a dead mob.
Currently you have to summon the pet in question, using the release pet command to kill off the pet or pets, use Soul Extraction on that dead pet and then either wait for the pet power to recharge or use burnout to reactivate the pet power so you can resummon that original pet again and move on.
I cannot think of any words to describe this but unfair to Necro mastermind players. For everything that Necro is lacking compared to other mastermind sets it just seems to add insult to injury. Dev's should not be looking to make one of the weaker mastermind sets even more undesirable to play. -
Question: What makes you feeling "epic"
Being able to have Ninja Run on with Combat Jump would make me feel "Epic" -
Just start a new thread because this one is VERY OLD. Some will think its asked and answered so won't come back to address anything. Finally the Mods will lock it so your best bet is to start a new thread of your own to save yourself the possible hassle.
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With the use of Agility Incarnate your S/L capped and .3 shy of Range defense cap (44.7) I guess you could use enhancement boosters to try to cap it out.
It also incorporates the changes in i24 with Perma snipe and Crashless nukes.
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Quote:Sadly I think this sums up regen. I have a BS Regen Scrapper at 50 semi stripped of IOs.The set demands more skill to play than other secondaries but doesn't reward you better than they for needing to have that skill.
I know people can say and will say its about a challenge and if you want to have some skill with a toon. I can understand because in some fashion Storm is slightly similar in the sense Hurricane does take some skill to use.
But if I really want a challenge I jump on my Petless mastermind(s). -
Here is the build. I had to give up Flash arrow, I thought it was pretty cool power, Extra 5 defense for everyone when you need it, Helps counter defense debuffs, lower perception and quick recharge, it had its uses. I could have got rid of Ice Arrow but it does really hold when I need it. Plus I love seeing a Giant Mob stuck in big blue ice sometimes and with a giant net over it as well.
But it does have Perma snipe I guess, I'm a bit concerned what this new PPM will do the Karma +ToHit buff. I honestly don't know if it will do anything, so I might be worried about nothing honestly.
But it has the snipe, and now you will have several decent aoe powers with Rain of Arrow, Oil Slick and EMP Arrow.
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Add to your list Group Fly which has a very poor set up and further add Soul Extraction that requires Undead mastermind to summon a pet then kill him off then summon soul extraction pet, then wait for the recharge to summon that pet yet again. Which in turn eats into your Soul extraction timer.
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Tough call because of the damage types robot has compared to thugs. But the last pet in Thugs would need time because of the pbaoe defenses Time offers.
I know a player here did have a Bots time which he would teleport into fights with and he said it was great. The name escapes me and I am being lazy to look it up it was Cyst or something like that.
I'm thinking Bots only because of the damage type they offer. -
I reworked my build to incorporate the new snipe ability upcoming in i24. I will post it once I get home to give you some ideas. But it is basically Range Defense cap Hover blaster.
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Quote:Well what setting and what secondary ?@Redlynn
Nah, I mostly use Mercs (and the occasional zombies).
@ricohdah
All of the pets still use Brawl.
If your running Merc / Traps and running 4/8 lets say I don't see that being a successful or positive experience. If your running 1/1 then yea it's not a big deal for anything.
So I think difficulty setting matters as it relates to how big of a deal it is or isn't.
Of course I don't need to tell you Zombies and Beast win out in that department against regular mobs. -
I do know that they are changing the way Procs work. I have not seen any info on it. But I have seen Players say PPM, I am assuming it is Proc Per Minute. So some procs might get a buff where others might not be so worth while , or just not as good as they used to be. If someone could link this info on Procs it might give you an idea of what might be good up and coming.
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The build offers you Range Defense cap, Smash and lethal cap. Darkest night of course is capping everything else out. Now I personally do have a Range cap Dark electric that uses Darkest night to cap out melee and aoe, but once that drops I end up with some issues being at melee range. I have to say the Scorpion shield will really help out in those instances.
I gave you range defense cap because you will pretty much start the fight off in that position. Even if your fired off Pet gaze or dropped darkest night on a group of mobs you will get attack back. It would be nice if those attacks missed you as you began to close the gap and fired off a few more attacks.
With the upcoming changes in i24 you will want to have perma snipe which makes snipe attacks somewhat instant and you will want Atomic Blast which will now be a crashless nuke. So no fear of endurance dropping from that at least. So I added a Kismet accuracy IO which will put you past the 22% threshold required for perma snipe.
I had to modify the sets to put in gift of the ancients for the endurance. You need a minimum of 2 points between usage and recovery, otherwise it will be painful build. Even with this its a bit high on endurance but I think you should be fine as long as your not trying to dump every single power you have as fast as you can.
You can always turn off Darkest Night. Once you pickup Barrier then Darkest night will just be something you use on teams if anything. I have a DP Dark blaster with only S/L capped and Barrier is up fast enough that my S/L defenses along with hit debuffs of dark get me by long enough while barrier is recharging. I eat 1 purple inspiration and I am fine soloing 4/8.
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@ the OP
If your going to make a petless mastermind you need to understand that a petless mastermind is VERY Endurance heavy. You will need to probably 6 slot stamina and maybe need to have some sort of endurance recover power like power sink.
Your best bet is go with Traps because it offers you defense cap. You can go Dark but be mindful that Darkest night might offer you at most 18% Debuff so you will need your defenses in the high 20s at least to be capped out. Loosing Darkest Night can be bad as well.
Currently I have a Semi Petless Mastermind Demon Traps. I have the last pet for thematic reasons. I was going to make a RP toon but I didn't like the look of the female toons so I did a server change back and forth for a new name and made him male instead.
I do find the last pet helpful but I need to keep him on Aggressive so he is out of body guard mode. Otherwise he takes too much damage. When I do 4/8 content he dies pretty fast anyways from aggro so I don't rely on him much. If I have him summoned I keep him behind me on all pet stay and then just command him to attack what I have already aggroed. But once he dies I won't bother resummoning until after a fight if anything.
I currently did a video which I posted doing 4/8 DA content. It is a short video and it was in rebuttal to someone saying that a full Robot Traps could not handle DA content without using trap "gimmicks". Yes it was tough. I did it without using judgement or hybrid power and without using the gimmicks this person commented about, along with some other restrictions on bomb placement to prove a point even further. Regardless I did survive several mobs before I suffered from what appears to be cascade defense failure. I did a second video using all my powers and did a bit better.
I also fought Hero's ( the arch villain equivalent ) on +1/0. I destroyed a Pylon to see if I could.
End result regular content is not an issue on 4/8.
I picked up my Alpha with the unlock from OB and sent over a a bunch of threads to make it up to T3. I then made a 2nd build with just SOs and ran the Incarnate missions. No one had a clue that my SO build was gimpier then my Petless build because their narrow minds seen I had 6 pets so all was good. Little did they know I had half the defenses, debuffs my Petless build had.
Many players even on these forums have limited knowledge of game mechanics and many at most just mimic someone elses build because someone told them it was good, but in reality have no clue. So when they hear petless mastermind they begin to do their best Frankenstein impression of "Fire Bad" because they don't know any better. Again because they don't understand the game mechanics.
Now I am NOT here to say Petless mastermind is better then a scrapper. But the right build can solo 4/8 regular content and solo at least 2/6 DA content. I am 100% positive there are people that have scrappers, tanks and brutes that can't do that. I am pretty darn sure if I could look into the stable of the same people posting here I would find toons that could but can't because of poor builds.
Then you have the poster that has 50 toons and none over 30 or has 2 level 50s out of those 30 and none with incarnates, but has been playing since the game started.
I am also not saying that a Petless mastermind can kill faster then a scrapper, but I will say it can kill and at a reasonable pace. Again much faster then someone who can't do 4/8.
I took a look at the new powers added to the power pools today. I see nothing special that is worth taking that would require 3 powers from the pool. You could take 3 powers from fighting to get that cross punch, but you would be better getting Fire Ball or Fire Blast as an example.
End result unless your not looking for a min/max build and fighting higher content then 1/1, then anything should be fine. If your looking to max out then your pretty much pigeon holed into Traps and Dark.
I currently have 2 Dark builds I might be considering. The first one is DS (no pets) and Beast Mastery ( again last pet ).
The DS Dark was going to use Spring attack along with other attacks. I had Scorpion Shield and mid range defenses that Darkest Night would help out but then was considering another build which incorporated fire power pool for bon fire with the new proc. and fire attacks. Need to see which one I will go with. I am still working out the builds. -
Based on your theme, which is cool..
This is what I'm thinking, Sadly no Travel powers which keeps it real per say.
You would eat one purple to cap out Range and AOE defenses at the start of a fight.
Pet resistances are all in the Mid 40s and fire is capped out of course. Defenses are 15% for all except AOE which are either 20 or 25 depending on which ATO you pick up. Its not much honestly, but hopefully the pet attacks of -ToHit Debuffs will stack and help out.
Oppressive Gloom will help locking down mobs in melee range along with Melee defenses it should help out some.
I went with Cardiac because endurance was just too high for my liking. I think having endurance issues and not being a build you can max out will make it annoying enough for you to give up. Sadly being a min max type player I sometime say what's the point. On top I hate being on a team that might be weak and not being able to hold my own weight and then some.
I'm thinking 1/8 is doable with a health supply of purple inspirations and Cardiac. Barrier will make this very strong build, as long as barrier last of course.
Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Necromancy
Secondary Power Set: Thermal Radiation
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Zombie Horde -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(5), BldM'dt-Acc/EndRdx:50(7), BldM'dt-Acc/Dmg/EndRdx:50(7), BldM'dt-Acc:50(9), BldM'dt-Dmg:50(9)
Level 1: Warmth -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(21), Dct'dW-Heal/Rchg:50(33), Dct'dW-Heal/EndRdx/Rchg:50(33), Dct'dW-Heal:50(34)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-EndRdx/Rchg:40(11), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(40), ResDam-I:50(42)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(34), Dct'dW-Heal/Rchg:50(34), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(36)
Level 6: Enchant Undead -- Empty(A)
Level 8: Life Drain -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(43), Nictus-Acc/Heal:50(43), Nictus-Acc/EndRdx/Heal/HP/Regen:50(45), Nictus-Acc/EndRdx/Rchg:50(46), Acc-I:50(46)
Level 10: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(36), RctvArm-EndRdx/Rchg:40(37), RctvArm-ResDam/EndRdx/Rchg:40(37), RctvArm-ResDam:40(37), ResDam-I:50(43)
Level 12: Grave Knight -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(13), BldM'dt-Acc/EndRdx:50(13), BldM'dt-Acc/Dmg/EndRdx:50(17), BldM'dt-Acc:50(17), BldM'dt-Dmg:50(19)
Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(15)
Level 16: Power of the Phoenix -- Empty(A)
Level 18: Soul Extraction -- SvgnRt-PetResDam:50(A), EdctM'r-PetDef:40(19), CotMastermind-Rchg/PetAoEDef:50(21), ExRmnt-+Res(Pets):50(40), C'Arms-+Def(Pets):30(42), C'Arms-Acc/Rchg:30(46)
Level 20: Thaw -- Aegis-Psi/Status:50(A)
Level 22: Tactics -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(27), GSFC-ToHit/EndRdx:50(27), GSFC-Build%:50(29)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25)
Level 26: Lich -- BldM'dt-Acc/Dmg:50(A), BldM'dt-Dmg/EndRdx:50(29), BldM'dt-Acc/EndRdx:50(31), BldM'dt-Acc/Dmg/EndRdx:50(31), BldM'dt-Acc:50(31), BldM'dt-Dmg:50(33)
Level 28: Forge -- ToHit-I:50(A)
Level 30: Kick -- Empty(A)
Level 32: Dark Empowerment -- Empty(A)
Level 35: Tough -- GA-3defTpProc:50(A), S'fstPrt-ResDam/Def+:30(42)
Level 38: Melt Armor -- Achilles-ResDeb%:20(A), Achilles-DefDeb/Rchg:20(39), Achilles-DefDeb:20(39)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(45), LkGmblr-Def/EndRdx:50(45)
Level 44: Dark Embrace -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/EndRdx/Rchg:50(50)
Level 47: Oppressive Gloom -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(48), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(50), Stpfy-Acc/Stun/Rchg:50(50), Stpfy-KB%:50(48)
Level 49: Hasten -- RechRdx-I:50(A)
Level 1: Brawl -- Empty(A)
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 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(5), Mrcl-Rcvry+:40(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(3), P'Shift-EndMod/Rchg:50(3)
Level 50: Cardiac Radial Paragon
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Quote:Ahh, I get it I'm just retarded now because I don't like the more "Cerebral" game that Trip mine and Time Bomb offers Device players.I've seen this sort of thread come up every so often, and it generally comes down to gamers who need action and 'run and gun' in all their games being unable to understand a part of that game that isn't set up for their playstyle.
Devices is the 'Unconventional Tactics' Secondary of the Blaster archtype, and indeed of the entire Hero side. It is set up for those players who prefer the more indirect method of dealing with opponents, and more options in their tactics than those afforded by brute assault play. Admittedly, this doesn't work well on teams that only are interested in assault gaming, but there are those of us who think beyond that box.
There already exist many other Secondary pools designed for assault gameplay (almost all of them, as a matter of fact), and players are free to select these if their playstyle does not include the enjoyment of preparation before a battle, or hitting an opponent in a way unexpected/normally impossible. Devices may need some boosting to have it catch up to other Secondaries in effectiveness, but it doesn't need to be changed in content. Many of us rely on its unique performance for our playstyle, and would be extremely angry if it were changed to be 'more like the other Secondaries' in order to appease those who only have a limited range of strategies in their combat arsenal.
To the specific points:
Trip Mine: This is a very effective power, if you know how to use it. This is the power that can let a solo character take on an Elite or AV, because it lets them stack attacks over time until the character is ready to engage the enemy, producing a single, very powerful attack at the cost of time spent preparing....fair trade. It also allows the character to choose to prepare an area for a mob attack of smaller enemies, so it has vast flexibility. However, this is not a mobile power, and so it requires patience and a choice of where to fight. If you don't have the talent for these or the willingness to learn, then skip this power for another Pool power or Primary. Does not need any changes.
Time Bomb: This power has long been a lemon in the Device lineup. Very difficult to use and very situational, it pushes even the most strategic-minded Blasters to utilize as the timing is easy to miss due to lag or just NPC reaction. A remote detonator function has been suggested many times, and would be enough to make it worthwhile, but just making it a super trip mine with the same damage and recycle times it has now would make it useful. Again, not a mobile power, so those seeking run-and-gun gameplay should look for another power.
Gun Drone: Even when it was immobile, it was valuable as a means to close off or delay pursuit, or as a support gun when in a static position (again, not for the run-and-gun crowd...seeing a pattern yet?). Now, with the reduced summon time and flying mobility, the Drone is a useful support NPC that can attack at range, rather than needing to get into Melee Range. That it sometimes goes off on it's own instead of guarding a place you want it to be is the only disadvantage to it now. However, that is the price for the mobility run-and-gunners cried for. No changes needed.
My two cents on the matter.
And this is coming from a person who's toon runs around with tights pretending to be a superhero.
Honestly the biggest issue is many ( including yourself ) think that Trip mine = Device, which it is not.
I am happily soloing 4/8 without the use of Trip mine or time bomb. Personally I hope they never fix them because it will just drive me nuts looking to find some way to incorporate them into what I think is perfect build. But the reality is these powers are out dated.
You should ask anyone who was in Rifleman on Guardian long ago what happen and why the SG fell apart. It surely wasn't because of activity. Granted today it would work out well because of proliferation. But back then it wasn't doable. Even with 8 AR Device and TONS of Trip mines it was impossible to fight AVs. -
Quote:Thank you SinisterDirgeThanks all for the info.
@Roderick I didn't think of those. I did them long ago and forgot about them. My mind is shot sometimes. I get what your saying but it will take a few rereads to have the process sink in.
But without naming the person until I get the Okay. Someone read this thread and offered me one. I was a bit prideful at first but common sense sunk in and told me this person could have just not wasted their time sending me a P.M. and just pretended they never read the thread.
I want to thank them publicly, but I won't without their okay. They should get the praise and public adulation's they deserve.
He made it clear I didn't have to, but I felt I should.
Thanks again.