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Posts
2007 -
Joined
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Quote:I completely forgot about the bold part above. For PvE reasons I think that SS with Cloaking Device might be enough then for stealth runs when needed.Cloaking Device, a Stealth proc IO, and the Stealth effects from Super Speed can all be used together.
Cloaking device and the Pool Power Stealth can not be used together (the powers are mutually exclusive.)
Looking at mids I am loosing 30 feet without the stealth proc. Further I didn't think to look in that section until you mentioned what you did.
Thanks you might have just help me fix my AR Device toon. -
I want to say no as the description says Cloaking device does not combine / work with other stealth powers as steamy mist or shadow fall.
But as always I feel more comfortable asking in the forums to get some confirmation.
As a side note I looked at my perception numbers with both Cloaking device and SS on and my Perception numbers did increase. So is this a glitch ? Or is the stealth proc just something different and I am reading too much into this ? -
@ EternalWho
Again it goes to show you there is always one way to skin a cat. Here is my issue which maybe someone else might be able to chime in and agree or say it is not an issue.
Your missing Provoke. Your at defense cap but you have nothing to make the bad guys look at you instead of your pets. I would suggest working provoke into your build. Will you survive probably without a doubt. I think with the screwy pet AI though you will be wasting time trying to redirect and stopping your pets from going in crazy directions. With Provoke your controlling the bad guys not your pets.
Another thing I notice and this is really a personal feel or issue for you.
When I look at someones build. The first thing I do is click view totals and look at defenses, endurance, regen. and then look at the recharge of certain powers like Trip mine and Triage Beacon. Then finally I look at the over all slotting of powers and such.
So here is my issue. Your spending TONS more INF to obtain what I have with less. But your still lacking in areas like recharge for Triage Beacon total overall regen for yourself. In other word if your looking at my build with those cheap or I should say not so expensive IOs compared to purples IOs and I am beating you out in recharge and recovery then your doing something wrong persay. I shouldn't be beating you in anything with the amount of purple you have in the build.
@ Arbegla
I don't know if your protector bots will offer you the defense cap. Even if they give you 15% defenses your going to be short it appears to me, well at least in AOE or Cold Type damage. Again I don't even know how much your protector bot pets are dishing out. Further I notice you have your Incarnate slotted.
So again I think you also fall into so much purple but not benefiting from it. If you look at my build I have no accolades or Incarnates slotted so this is pure toon. If I added in my accolades and Incarnate my numbers would be way higher.
Pull up my build and your build side by side. You will see my T3 pet is out damaging and out hitting your pet. On top my Tactics is offering greater numbers which means my T1 pets will be hitting more as well. Which does not count there base ACC and DPS is higher then your T1 pets. Your protector bots with the Hami out do mine, but I can see why your slotting them to get the defense numbers your lacking from their bubbles.
General statement about Robot Traps
Look the biggest powers in Traps that might benefit from high recharge is Trip Mine and Triage Beacon. Beyond these 2 powers what is the big deal if your FFG can respawn in 5 seconds and mine is in 7. Now I know some will say hey 2 seconds matters. If literally 2 seconds matters that much for FFG then you were in a bad position to begin with. If you look at the base numbers for traps the ONLY 2 powers that are not perma is Triage Beacon and Acid Mortor. Everything else is.
Traps requires some recharge like many other sets but I do not feel it requires the recharge that purple sets might offer. I could understand if Traps had a bunch of powers that were long on recharge but it does not. Standard IOing for defenses will offer you more then enough recharge you need. On the flip side if you can replace a set or few IOs to gain a benefit without decreasing your defenses by all means do so. But I wouldn't be working towards what Purples can I put in here and then figure the rest out. This is why Purple Pet IOs offer nothing to Traps. It only offers regeneration. As you already seen I have more regeneration without purple then others do with purples.
Between Defenses and Bodyguard mode those are the 2 things that are key to keeping you alive. Bodyguard mode offers something like 75% resistance numbers ? Heck, forget 75% resistance, let us say 50% resistance. Who has Defense Cap and and 50% resistance ? I get the whole we have the lowest hit points. But who also has 500% Regeneration also. Out of all the low hit point ATs only those that have some healing type powers can compare, but that is reactive and requires you to forgo an attack to healing, but they only offer the regeneration part not the defense cap. The only AT that can compare are those AT that are actually Traps build as well. So we are talking Trap Defenders and Trap Corruptors.
If my low Hit Points were such an issue I have no clue why I survive more then most on a TF or a mission. Get what I am saying ? I'm more then positive that those in my position or that have defense cap toons understand and relate.
Between those 1 out of 20 hits that get in and then those hits that do are reduced by personal resistance then after that it is even further watered down by bodyguard mode. And then finally Triage Beacon is there to heal that back up before the next hits come in. I am not even discussing the stuff that will prevent attacks like Oppressive gloom and Poison Traps.
As I always mention my build is a working build. It is NOT some fantasy if I had money what I would make build. If I am telling you I am doing 4/8 ( based on mobs of course ). Then trust me I am doing that. I'm not here to make my interwebs ego big or bigger. I'm really an average joe who reads up on what other smarter players are posting EG Dech. Those are the smart guys, not me. My claim if anything is working and reworking and reworking this build.
What I love about traps is you can port this part of the build over to anything and pretty much have the same results with another AT. I have a Traps AR Defender which does the same thing. I'm working on DP Traps Corruptor and finally I have a slow working Semi Petless ( last pet only demon ) Demon Traps MM which will be defense capped without pets. It is more of a RP build that I might port over to Virtue.
Finally stop and really just take the time to look at the builds here on the Mastermind forums. They are all the same... Pretty much every Traps looks like another traps. Every Force Field toon has Aid other and Aid self. Your not gonna deviate from the norm and figure out some magic set that some one before you didn't think of.
The big difference here if anything is that players have figured out they do not need masterminds, they can do with another toon what a mastermind toon can do. Mastermind toons are a pain for several reasons as in blocking view, getting in the way, hated on cave missions, pulling unwanted aggro, Pet AI stinks, just about don't have a clue about the game and less about masterminds. Similar to the Tank that has no clue about defense cap and charges into a fight then dies.
I love my Robot Traps but my Traps Defender or Sonic Traps Corruptor both can do the same without the pet hassle. Trust me I know the only thing getting me teams with my Robot Traps is that I broadcast "T4 Def Cap Traps". It just shows ( or gives the impression to) players I understand the game a bit more then the guy that just broadcast robot trap mm..
Sorry for being a wind bag.. -
EDIT - added in Incarnate info.. I am currently running the Musculature Radial Paragon I think if that is the T4 one. Either way it is the one that offers endurance redux. It is NOT active in the builds below.. You need to add it in MIDs if you want to see those changes.
Here is the slightly modified new build. I posted about Oppressive Gloom figure I would restate it here.
1. Oppressive Gloom with Poison Traps and Lockdown Proc is Massive. The best way to explain it is I am not getting hit anymore. They are either puking, Puking in an electric bubble or swaying side to side. I am getting hit more from Range attacks, but if you look at the NPC AI system they eventually come into melee range or just break line of sight and you fixed your range problems. Oppressive Gloom is affected by Bodyguard mode, so you will notice everyone is getting 1 point of damage when a mob comes into melee range. Without the Pets I was taking 15 points of damage. Without any decent amount of regen, like what Triage Beacon provides it is notable.
2. I took out 1 IO from Caltrops the pacing of turtle -recharge proc and placed it into Triage Beacon and further Upgraded those IOs for some better regen numbers. I believe I lost 3 seconds on the recharge so it went from 62 seconds to 65 seconds. So I have 25 seconds of double Triage Beacon now instead. I never really needed double Triage Beacon, but it is helpful in AV fights. re-looking back at Caltrops I figured out I can take out another IO and move it over to Stamina and get the same regen bonus but even get more regen then the older build. I would be going from 3 slotted Caltrops and a regen rate of 2.78 to 2 slotted caltrops and a regen rate of 2.88.
I really didn't have much of an issue with endurance but it just does not make sense not to do it. I and wondering if I should replace that energy damage proc with the pacing turtle proc again. I am also considering just 1 slotting Caltrops with the Rag proc and putting yet another Numina or Miracle +recovery IO in Health. I might do the another Numina which will increase my hit points a bit and regen as well.
First build is my current
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Quote:Listen don't come here trying to be all smart and making sense. Next you come here trying to be rational we will kick you back to pre inherit stamina and health just to teach you a lesson.I think they should merge TP Foe and Recall Friend, and add an attack to the Teleport pool. Or make TP Foe cause some damage and possibly a stun or immobilize as well; even if it fails to teleport it would at least hurt the target.
Pretty cool idea. -
Quote:Very sorry should have read if you want a farmer but DO NOT want to be a Tank / Brute / Scrapper. I usually preview all the time, but I missed that.Yeah, first toon on the server. I can live with it if it has a bit of time to come into it's own. I will definitely make a Bots/Traps eventually.
Is the above quote saying a Bots/Traps is a perfect farmer... or that a Tank/Brute/Scrapper would be a better farmer? A character to farm bits for my other characters would be smart as a first character perhaps... making things easier on future characters.
Does Bots/Traps fit that bill or what would be best?
Without a doubt it is not as fast as one of those. Those guys can for example hit the ambush device 2 or 3 times to get 2 or 3 groups to spawn and clear them out. I usually go 1 hit from the vet want and clear out that group or dwindle them down to 3 to 5 mobs left and then rehit the ambush device. This is at 4/8 setting. At 3/8 I can handle 2 groups without much of an issue with my current build.
So for argument sake we can say they can do it in half the time it would take me. But there build are usually billions more then the 100s of millions it cost to make my build. -
Quote:Just wanted to echo that protector does bubble your FFG. You are the last toon they bubble.they should bubble up any pet under your control
and a bot/trap can solo darn near any tough baddy due to poison trap, but i do agree that FF on a mm is ungodly boring
if you want to feel like a buff bot then go with FF, if you want to feel overpowered go with traps lol
I have noticed 2 common methods for Robot Traps either you go full defense cap without the use of pets so the pets will actually give you another 7% or you rely on pet bubbles for the last 7% to 12% ( depending on how you slot them ) and free up some slots for something else. Personally I want the full defense cap without the pets. I like that safety cushion and gives me a bit of room when I get debuffed.
The great thing about FFG is if your wife gets her defenses into the 20s FFG will give her the other defenses she is short on. So the both of you will be capped. If she was into getting a new toon you could both go traps. It would be MASSIVE. She could go Archery Traps Corruptor or Traps Archery Defender. I have a Traps AR Defender which is another great toon. Same thing can solo 4/8 mission settings. I have both a Defender and Corruptor Traps Defense cap build I can pass along. Another cool thing is by the mid 20s you both would be defense capped with 2 FFG running plus the other toggles. I think it would be a great way to introduce her to the Game mechanics behind defense cap and have a fun toon as well. MM can be tough especially with some of the AI glitches going on so I wouldn't want to burden her with defense mechanics and having to deal with MM pet AI. I have a key bind that is all pets stay and I use that as a work around to keep pets in one area. I just spam that as I click my powers with the mouse.
I wanted to add. Plus you can alternate Poison traps and buy the lockdown proc, so you could lock down a bunch of mobs. My head is exploding thinking how much fun the both of you would have with 2 Traps sets. You would be running 0/8 or 1/8 setting by mid 30s with just the 2 of you. Almost makes me Jealous. -
I like that hold the ground idea. I really want a stay command that means stay. And there would be no need to revamp the whole pets system. It would be just one additional command
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gonna take a look at these builds when I get home. Some of this stuff looks good
Wish I had those funds... I'm just too cheap
I made some changes to my build as well -
Quote:GMS = Giant Monster ?I did a search it that and I saw more Traps then FF for sure but am unsure of the reasons. While I know Traps is great and more active I am leaning towards FF for the teaming(my wife doesn't understand the concept of defense yet). Just kinda wandering if I go FF would I still have that Bots MM that can take out GMS?
If so, then the answer is no. Unless your wife is playing some sort of debuffer. Solo wise it will be a stand off. You won't be able to over come the AV regen and such but your defense will allow you to heal up between hits.
Either way Traps debuffs will work better with her debuffs for stacking reasons. Again assuming your wife is gonna play a debuffer.
Trust me 50 levels of bubbling will get annoying I have one. Its defense capped including pets. It just does not offer the fun and abilities Traps does. Its safe as heck. Its pretty much push mobs out of melee range with force bolt and direct your pets to kill each mob in a group and move onto the next. The biggest issue is keeping your pets inside your repel bubble and out of melee range.
What also matters if your going with IO set bonuses or just generic IOs ? Generic then I would Say FF as your going to obtain Defense cap for the pets at least that much easier. -
Quote:Are you going all out with IOs or just generic IOs ?Such a difficult choice! Both would work nicely... likely will end up doing both eventually.
What can each do... what are the strengths and weaknesses as far as what they can solo... and their desirability in groups.
With IOs set bonuses I say robot traps is superior for several reasons. Of course someone will come in and say that dark is best. But regardless with IO set bonuses and Force Field generator you will obtain soft positional defense cap. You can then provoke mobs to attack you as you keep your bots behind you spamming all bots stay command. You need another attack besides Provoke to get aggro, so I would suggest Trip mine to help you out. Since your at defense cap you can pretty much place a mine undisturbed at the bad guys feet. So your bots will out of melee and AOE range hopefully.
Demon is a mix and putting melee pets in the Range of a EB or an AV is insta death for your Tier 1 and possibly Tier 2 pets. Your Tier 3 pet will probably just be alive and a second hit or a hit on you with bodyguard mode will give him enough damage to kill him.
Dark needs the assistance of Darkest Night -ToHit Debuff toggle to obtain defense cap. Unless someone has another way. So if you loose the toggle for whatever reason you loose the defense cap. Debuffs can be resisted.
Personally on my Robot traps I am running 4/8 setting and fighting AV solo if needed. I don't know if a Demon Dark is running that, they probably can. But I think they have less wiggle room if stuff goes bad.
I can say that robot traps is easy mode. Once you have your IOs in place it simple as placing your traps and keeping your pets away from the bad guys. It really does not require much thinking. Add in incarnate and it is that much more powerful.
As bronze mentioned if this were your first toon on a server or your looking to have a toon that can farm stuff and be a Tank / Brute / Scrapper. This would be the toon.
Again as I mentioned above Traps is the part that is making the real difference. I can solo 1/8 settings without the pets. Traps has many fire and forget powers which are very quick on recharge.
I would say standard IOs maybe dark might be better as your getting or can get a bigger -ToHit Debuff out of darkest night and shadow fall then you could with the Traps build. So with generic IOs you will have better defense numbers with Dark. -
Picked up Oppressive Gloom last night and tested it out vs the Cyborg Fire AE mission on setting of 3/8. Basically between Poison Trap, the Lock down Proc and Oppressive Gloom the mobs had a very hard time of doing anything. I basically took no damage. I would like to say I am exaggerating but between the defense cap and the 3 hold / stuns I just wasn't taking any damage.
It was easy before, but this made it much easier. My regen is at 561% with Triage Beacon. I think if you have Traps, Pain or Dark this might be a power to look into if it fits your build.
When I cleared out the first group of mobs and hit the ambush object I had the 2nd group spawn on top of me. Oppressive Gloom immediately kicked in and pretty much stunned every mob as they spawned on top of me. -
It depends on what your gonna do.. How your gonna build the toon. If you could care less about IOs and set bonuses then it really does not matter. Both will serve there purpose.
If your going to go max out then I would say Robot Traps. Honestly Traps anything is great. -
Do a search for Traps and FF on these forums and I am pretty sure you will be convinced its Traps anything over FF anything
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I'm pretty sure if you do a search on these forums for Traps you will see Robot 8 out of 10 times being the primary
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To me it varies, I think much of what your asking also has to incorporate which Primary and Secondary your picking.
As an example Archery / Energy Manipulation leans very favorable toward getting range cap by slotting Thunder Strike and Mako Bite. You end up 6 slotting some good powers that are useful both range and if someone gets into melee range. On top your able to 6 slot health for some very nice regen and still able to pick up Aid other and Aid self on top of all of this.
But then I have a AR Device that I really wanted to obtain Range Defense cap with and I will be the first to admit without incarnate system for the endurance boost it would be totally impossible. With that build there were many sacrifices to do that. I will admit it might be one I might have to relook at and see what can be done maybe. Though the range cap is nice, because I am not 6 slotted in health as my Arch EM is I notice the damage I take much more or is slower to heal back during a fight.
Personally I come from the house of worship Defense is king. Maybe to the point of going door to door telling everyone about my savior a bit too much. To me I went from Frankenslotting to Defense cap and have never turned back. I would make just about any sacrifice for Defense cap as long as the AT is still effective.
To me I know I am doing something right when any of my numerous Traps toon ( the AT does not matter ) is out living the Tank / Brute / Scrapper. I find that there are players playing certain arch types that should be aware of defense cap and are not.
Another perfect example about capping without sacrifice is Traps. Any AT that has Traps can defense cap positional and still be very effective. So to me not going defense cap with Traps which really does not benefit from recharge ( know I will get beat up for that comment ) as other powers do. What I mean by that previous comment is that Traps has so many quick recharge powers already that cutting off a few seconds will not make a difference. Getting FFG in 5 seconds instead of 7 is not going to be game breaking. The only power I can see making a difference is Triage Beacon. But even with capping defense with Traps you still can obtain a decent amount of global recharge and still be very effective. Every Traps toon I have can solo 4/8 settings.
So I am a firm believer if you can obtain defense cap, especially positional defense cap it is worth forgoing a few DPS points. Just looking at certain purple IO sets you can see that the difference between damage and accuracy bonuses between a purple set and a lower level 50 set is about 2% difference in favor of the purple set. But your obtaining 2% to 4% increase in certain defenses with a lower IO set among some other bonuses as well. As a side note I wouldn't bother trying to obtain defenses in the mid 20s for the sake of trying to get some defense. In that instance I do believe you would be better off working for DPS or recharge. It is either all ( at least 1 key positional defense or smash and lethal ) or nothing. -
Quote:I would follow the link above to read up on these questions. Further anything that can farm can take on just about any content so having a farm build is having a max build. The whole point of farming is running on highest setting solo. So if you solo can do what it takes a whole team of 8 to do, your pretty much set.How much more efficient is ss/fire Vs */fire?
I wouldnt want to make an expensive build that cant run other content as well, so Im obviously not that serious about farming. Just curious if putting together a secondary build for casual farming (lol) would be worth my time. -
I like the info. But was just curious what is the max setting you can do with this build. It's not about running 8/4 setting, but it would be nice to know where your limits are at for someone looking to play this build or AT.
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Quote:Forgot about Dark Servant hold.. Excellent pointYou can skip petrifying gaze, but I wouldn't. I just don't like provoke. Your demons have strong AoEs that will rip the aggro right off you anyways. Crack the whip doesn't have quite the same threat, but it WILL grab the alpha attack on to your mastermind. Petrifying gaze, stacked on fluffies hold stacked on the demon prince's hold means held bosses, even AV's if for just a bit. I think it's worth it to stack the holds.
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I looked at your build. Sadly your issue is your lacking IOs.
As always just my opinion. You have several options here.
1. You could run AE missions when players are running AE farms. Not the ones you pay for, the ones that players are running to get tickets. Basically a bunch of guys ( gender neutral ) run the farm missions that one guy can do solo. This will allow you to buy rare salvage with AE tickets instead of INF. So you know ( Which I did not ) you can buy rare salvage with AE tickets it is NOT a random roll, like it is with lower end salvage or IO sets.
2. I would re work your build for probably Range cap.
3. Market.. You have to resist the urge to bid on things in an attempt to buy it now. You need to bid on stuff and walk away expecting to get it week or so from now. I would low ball bids on pets IOs. I would do this on alt toons you might have. Just a reminder the toon has to be over level 10 to use the mail system otherwise your gonna have to level the toon to 10 in an attempt to move stuff with the mail system. A unexpected experience that happen to me.
4. Tip missions as was mentioned. You have to do those.
5. Your in no way shape or form built for Provoke. You have nothing to back it up when you use it.
6. Looking at Poison it is hard to work stuff around with it being so single target. Some of the powers do not even accept Inventions in them.
7. This might be off the wall but I have to say it worked for me. Build a defense cap toon. It does not have to be a brute or a tank, it can be a defender. Something like Fire Traps defender. Once you have a defense cap toon you can pretty much run regular missions and AE missions solo on 1/8 settings without breaking a sweat. So you can get these tickets much faster and get more drops from missions you might be able to sell for a profit.
You pretty much are going to be forced to do a bit of everything to obtain the finances to create the build your looking to do. If your just going to do missions it will take you forever or a lucky purple drop to obtain the cash flow for these IO builds.
Here is what I worked up.
If your not into travel powers. You could at a loss of 1.25% range defense take out hasten and super speed and slot in Aid other and Aid self to supplement your heals for your pets. The stealth in Super speed does allow you to zip around though through missions. It helps on speed runs though sniper and high perception mobs will spot you. I would eat one or two purple inspirations as an example before running to the end of a LGTF mission. Personally though aid self and aid other seem nice even if for such lower slotting I would rather have the Super speed stealth combo. You can buy a jetpack and still have it activated to obtain stealth at flight speed.
Or you can remove Poison Trap and shark skin and pick up aid other and aid self. I really do not see what Poison trap is gonna do with all those pets and AOE madness.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Thugs
Secondary Power Set: Poison
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Call Thugs -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(3), BldM'dt-Acc/EndRdx(3), BldM'dt-Acc/Dmg/EndRdx(5), BldM'dt-Acc(5), BldM'dt-Dmg(7)
Level 1: Alkaloid -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(37), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45)
Level 2: Envenom -- Achilles-ResDeb%(A)
Level 4: Weaken -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(43), Cloud-Acc/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 6: Equip Thugs -- EndRdx-I(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 10: Neurotoxic Breath -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Rng/Slow(23), P'ngTtl-EndRdx/Rchg/Slow(23), P'ngTtl--Rchg%(25)
Level 12: Call Enforcer -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(13), BldM'dt-Acc/EndRdx(13), BldM'dt-Acc/Dmg/EndRdx(15), BldM'dt-Acc(15), BldM'dt-Dmg(17)
Level 14: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(21)
Level 16: Elixir of Life -- RechRdx-I(A)
Level 18: Gang War -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(39), BldM'dt-Acc/EndRdx(39), BldM'dt-Acc/Dmg/EndRdx(39), BldM'dt-Acc(40), BldM'dt-Dmg(40)
Level 20: Hasten -- RechRdx-I(A)
Level 22: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Clrty-Stlth(31)
Level 24: Boxing -- Empty(A)
Level 26: Call Bruiser -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(29), BldM'dt-Acc(29), BldM'dt-Dmg(31)
Level 28: Paralytic Poison -- Lock-Acc/Hold(A), Lock-%Hold(31), Lock-Acc/Rchg(34), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(37)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(33)
Level 32: Upgrade Equipment -- EndRdx-I(A)
Level 35: Poison Trap -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(36), LgcRps-Acc/EndRdx(36), LgcRps-Sleep/Rng(36), LgcRps-Acc/Sleep/Rchg(37)
Level 38: Noxious Gas -- RechRdx-I(A)
Level 41: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: School of Sharks -- TotHntr-Acc/Rchg(A), TotHntr-Dam%(45), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50)
Level 47: Shark Skin -- Aegis-Psi/Status(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
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Level 1: Brawl -- 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+(A), Numna-Heal(33)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(7), P'Shift-EndMod/Rchg(33)
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Unless I am missing something, even with Darkest Night running you are still not at defense cap, excluding Smash and Lethal of course. You are close but still short. Unless your relying on a combo of Fearsome stare and Darkest Night which I would say is a bit much of putting all your eggs in one basket.
Seeing that Darkest Night is the way your going to get your Defense Cap going and further seeing that you need your Darkest Night anchor close to other mobs and not running off. You might be better off making sure you have your anchor held in place so they don't run off. I know the recharge on Darkest Night is pretty decent and waiting for that thing to recharge to replace your anchor can be trouble some if your taking in a lot of damage. Which will occur if your not defense capped and you loose your anchor.
Personally ( remember I said Personally ) I think you went over board with the Hami's. First just replacing the Hami's with 3 Blood mandate sets, 1 Sovereign Right set and one cloud sense for Dark Servant. I was first able to increase your overall defenses so when Darkest Night is not on you have better survivability and second those sets gave you better numbers Accuracy and Damage wise for your pets.
Nutshell just messing around with the build and placing the standard mastermind IO sets you see in 90% of all mastermind builds I was almost able to defense capping your build excluding the 17 % Hit Debuff that Darkest Night offers. So you could remove Scorpion Shield probably and pick some other powers if you want.
I would keep Tactics and replace Assault with Petrifying Gaze. I can only assuming it will stack with your pets hold so you could build up enough magnitude to hold some AV. Look I hold Rom with my Soul mastery hold, so no reason why you can't especially when you have a pet that uses a hold also. You need Tactics for sure.
Here is a very rough build I used just replacing some of your stuff and moving some stuff around. Just to give you an idea. Place your build side by side and take a look. I'm sure you can find something in between that will give you bit more benefits.
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I'm working a Demon Pain with this build..
You can see the differences between the builds. I gave up healing for defense cap.
My concept is attempt to stay at range height with hover to benefit from Range cap, but I still have Smash and Lethal capped since it is the two common types of damage. I would then Provoke mobs onto me and then use Invoke Panic and Intimidate in an attempt to gain some soft control on the mobs.
I'm only at 46 in SOs so I can't tell you how effective it is yet.. I am also I would also go Cardiac for the endurance. If I could keep my defenses and bump up my heals it would be great.
I'm not too sharp on Pain and honestly I haven't seen many players on the MM forums or even corruptor forums discuss it much. I went there a while ago when thinking about this build and asked a few questions. Didn't get much of a solid response. So I could end up making this build and then just shelving the toon until I can think of something better or something in the game changes.
Hopefully this build can be of some help to you. Maybe even spawn a different build.
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You have no defense cap so your basically going to provoke mobs onto and get yourself killed pretty fast.
I found endurance to be an issue with FF build. Take a look at this build, pet bubbles will give you another 7% which will soft cap your defenses melee will be just a bit short.
Just swap out robots for ninja. If you do a search for FF builds you will see that pretty much all of them have Aid other and Aid Self. Not too much leeway with FF builds, unfortunately..
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Played around with it a bit more. I think it's better.
I moved the one IO from Caltrops to Triage beacon. Actually I moved that one IO around to different powers to see what benefits I can get out of it. I didn't find anything better then putting into Triage Beacon.
I then played around with the Epics. Fire seems nice, Bonfire is really nice for knocking back regular mobs. But in your case it's not what need as your melee. I think soul mastery fits you best because of the Oppressive gloom. Who can't remember getting perma stunned doing sewer runs in atlas. I think its good to keep mobs in melee range stunned. You have the hold, I have held AVs with that hold. The resistance buff from Dark Embrace is nice.
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@ the OP
1. Your defense capped which is good. So that is covered.
2. Triage Beacon is just about perma. I would like to see you have a few more seconds more to have a bit of over lap on Triage Beacon though. I can see you forgetting to place it or be in the middle of another power placement and having Triage Beacon drop and only remember once you see the pets dropping fast. I would like to see a bit more total regen also.
3. Here is a big issue I see though. I do not know if you will be able to hold aggro alone with Provoke. I think you will need another big DPS attack there to build upon with Provoke.
I think this will be your issues.
I believe between issues with hold an AV with just provoke, having melee pets, Triage beacon being minimum regen numbers and then finally the issue that just about every AV has some sort of AOE attack. You will be hard pressed to keep your pets alive.
With Robots I can spam all pet stay to keep them far back. I also have Trip mine and holds from soul mastery to keep the AV in place. Of course I have Provoke as well.
This is my build for my Robot Traps. The only thing I did was swap robots for Ninja..
As you can see with your purple IOs slotted your only doing 2 percent more damage. So for every 100 points of damage I do your doing 102. On the other hand my pets have 2 percent more accuracy. Either way you cut it I would rather hit more often even if it is for bit less more damage.
The Ancillary / Epic you can swap out for whatever you want as it has no bearing on your defense caps.
Caltrops - I can see taking out the Pacing of the Turtle Proc and moving it to Triage beacon.
I know people are big on Purple IOs. But I really think they have to serve some purpose or benefit that other sets will not offer to you. I would swap out a regular set for a purple set if it was superior and didn't effect my numbers. I think many see purple and just think better, which is not the case sometimes. Especially with Mastermind pet set. Simply because there are not many ways to build a mastermind for performance. If you look at the powers pretty much every mastermind has many of those powers regardless of which type of mastermind they are.
Here is the build I hope it helps you out
P.S. Please ignore the power placement levels. I place powers to make a build in MIDs but place them at the appropriate levels in the game. EG Assault bot is picked up at lvl 26 not lvl 32.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Mastermind
Primary Power Set: Ninjas
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Call Genin- (A) Blood Mandate - Accuracy/Damage
- (15) Blood Mandate - Damage/Endurance
- (15) Blood Mandate - Accuracy/Endurance
- (19) Blood Mandate - Accuracy/Damage/Endurance
- (19) Blood Mandate - Accuracy
- (25) Blood Mandate - Damage
- (A) Enfeebled Operation - Accuracy/Recharge
- (3) Enfeebled Operation - Accuracy/Endurance
- (3) Enfeebled Operation - Endurance/Immobilize
- (5) Enfeebled Operation - Immobilize/Range
- (5) Enfeebled Operation - Accuracy/Immobilize
- (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Pacing of the Turtle - Chance of -Recharge
- (7) Ragnarok - Chance for Knockdown
- (9) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Damage/Recharge
- (A) Numina's Convalescence - Heal
- (9) Numina's Convalescence - Heal/Recharge
- (11) Doctored Wounds - Heal/Recharge
- (27) Miracle - Heal/Recharge
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (A) Shield Breaker - Defense Debuff
- (11) Shield Breaker - Accuracy/Defense Debuff
- (13) Shield Breaker - Accuracy/Recharge
- (13) Shield Breaker - Defense Debuff/Endurance/Recharge
- (46) Shield Breaker - Accuracy/Endurance/Recharge
- (46) Shield Breaker - Chance for Lethal Damage
- (A) Luck of the Gambler - Recharge Speed
- (27) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (A) Steadfast Protection - Resistance/+Def 3%
- (45) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Lockdown - Accuracy/Hold
- (21) Lockdown - Accuracy/Recharge
- (21) Lockdown - Recharge/Hold
- (23) Lockdown - Endurance/Recharge/Hold
- (23) Lockdown - Accuracy/Endurance/Recharge/Hold
- (25) Lockdown - Chance for +2 Mag Hold
- (A) Luck of the Gambler - Defense
- (48) Luck of the Gambler - Recharge Speed
- (A) Perfect Zinger - Taunt
- (43) Perfect Zinger - Taunt/Recharge
- (43) Perfect Zinger - Taunt/Recharge/Range
- (45) Perfect Zinger - Accuracy/Recharge
- (48) Perfect Zinger - Taunt/Range
- (48) Perfect Zinger - Chance for Psi Damage
- (A) Endurance Reduction IO
- (A) Stupefy - Accuracy/Recharge
- (29) Stupefy - Endurance/Stun
- (29) Stupefy - Accuracy/Endurance
- (31) Stupefy - Stun/Range
- (31) Stupefy - Accuracy/Stun/Recharge
- (31) Stupefy - Chance of Knockback
- (A) Sovereign Right - Accuracy/Damage
- (37) Sovereign Right - Damage/Endurance
- (39) Sovereign Right - Accuracy/Endurance
- (39) Sovereign Right - Accuracy/Damage/Endurance
- (39) Sovereign Right - Accuracy
- (40) Sovereign Right - Resistance Bonus
- (A) Blood Mandate - Accuracy
- (33) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (34) Blood Mandate - Accuracy/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Endurance Reduction IO
- (A) Resist Damage IO
- (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (50) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (50) Gravitational Anchor - Immobilize
- (A) Celerity - +Stealth
- (A) Essence of Curare - Accuracy/Hold
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Empty
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal
- (A) Performance Shifter - Chance for +End
- (40) Performance Shifter - EndMod
- (46) Performance Shifter - EndMod/Recharge
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