Redwood sez: What's in a Master's Mind?


Auspice

 

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Force Field - why is it not recommended with melee like ninja/necro?


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Because half of the Force Field set is knockback/pushback related, which moves your pets away from you to engage the knocked-back enemies.

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Dark - has the only aoe heal available to MMs? doesn't triage beacon do some sort of healing in a pbaoe sort of way? and you should use TG only with ranged pets? i guess, if you play an MM that's unable to have his minions maintain aggro. on my /darks i'm right next to my guys so that they GET the heals. with all the debuffs/-acc/-res available to dark, there's no reason at all to hide in the corner like a nancy.


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You are confusing a PBAOE Heal, usable every few seconds with a location AOE +regen, usable every few minutes. The two aren't comparable. And Triage Beacon WOULD force you to stand in one place to get the benefits. Again, Meele pets tend to rush up to meele range (and out of your heal radius, unless you're using AF on your fighting pets) My pets hold too MUCH agro a lot of the time actually. I would PREFER the enemy to attack me, spreading a little damage on all my pets instead of one-shotting them (thus making the AOE heal literally 7 times as effective)

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poison - you mention a rez outside of the medicine pool. may i direct your attention to screaming mimi delight of the dark miasma set, otherwise known as howling twilight. which can be used either as a stun/debuff with a long timer, OR as a rez (if you happen to be an MM that takes pity upon other ATs and teams up to let them soak up some of your uberness).



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Yup, Howling Twilight IS a nice rez...if you can get everyone to die on the same spot, or have Recall Friend to stack the bodies like cordwood, and have a mob available to trigger the rez. I was talking about "anytime single target" rezzes, but ya, if you wanna get technical, Dark does have a PBAOE rez that requires a mob to work.

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that's a quickie review of your quickie reviews. if you want to talk smart alec and down to people



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Translation: Pot to kettle: You're black.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

I send my lich in first. He's hard to kill, but the improvement in the strength of the ghost is worth it.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

Uhm. Traps =/= Devices.

Force Field Generator provides mez protection

Triage Beacon gives +Regen and can't be destroyed by foes

Poison Trap gives a pretty good hold and debuffs well too.

Poison Motor (or whatever the hell its called) gives a nice ranged debuff too.

Seeker Drones (although slow) give some good debuffs too.

Don't forget the mines.

And the Detonater is just there. Prolly the most worthless power out of the set.

Traps is not a pulling set. If anything, Poison is the pulling set (trow poison + BG = Happy MM and pissed off pets)


 

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Uhm. Traps =/= Devices.

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Never said they were the same. Perhaps you can make out the word "modifications" in relation? Oddly, one of the things you cited as a DIFFERENCE (trip mines) is actually something that's the same.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

lmao, just lmao.


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

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redwood, give up on this and make another equally bad guide we can bash on , this was fun. ( I didnt do any "bashing" really but it was still fun)


 

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redwood, give up on this and make another equally bad guide we can bash on , this was fun. ( I didnt do any "bashing" really but it was still fun)

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This one was deliberately dumbed down as a "quick pick" guide for newbies who want to decide what type of mastermind to pick. It's hardly MY fault if a bunch o yahoos decided that a quick and dirty "feel o the archetype" guide needed to be an in depth discussion of the arcane workings of one particular secondary set.

Too bad the first microencephallic who tried to claim that I'd never played */Traps apparently doesn't even have a */Traps of his own to compare to mine. It's truly fun when someone plants their foot so firmly in their mouth.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

i believe, to get the true love and attention this guide deserves, it should be copied and reposted on the MM forum, so that all new MMs would see it.


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

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redwood, give up on this and make another equally bad guide we can bash on , this was fun. ( I didnt do any "bashing" really but it was still fun)

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This one was deliberately dumbed down as a "quick pick" guide for newbies who want to decide what type of mastermind to pick. It's hardly MY fault if a bunch o yahoos decided that a quick and dirty "feel o the archetype" guide needed to be an in depth discussion of the arcane workings of one particular secondary set.

Too bad the first microencephallic who tried to claim that I'd never played */Traps apparently doesn't even have a */Traps of his own to compare to mine. It's truly fun when someone plants their foot so firmly in their mouth.

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Yeah, but Red - not everyone who complained on your */Traps discussion is like that. I have a Bots/Traps (listed in my Sig), and I've made some points in here as well. I think the issue was your discussion of trap really didn't even come close to doing it justice, and would lead people to not try it, if they followed your guide, due to your very limited interpretation of it.

I believe the reason we jumped on that one, vs the rest, was really due to that reason. Traps has never been all about pulling (yes that is one thing it does VERY well), but even given that its just hard to state that is its main point, just like the mention of Caltrops as a key power of it, is a misnomer.

I've also done a Thugs/Pois MM (currently at 19) and I can tell ya that the things I can do in a battle with my Bots/Traps with the Traps FAR outway what I can do with the Poison (Currently). And this is all about just how aggressive I can be on the Bots/Traps with the MM char (vs the pets) even when that char was at the same level. Most of that was due to things like the Force Field Generator (plus the Protector Bots Shields) and such like. Not Caltrops.

Again this is just my opinion, and the basic guide is yours.


Take Care,
BinkDeBook
Virtue: CaptainMayhem-50 Inv/SS Tank; NaomiArmitage-50 DM/Inv Scrap; Captn Randomizer-50 MC/Kin Cntrller; Murky Thecat-50 Claws/SR Scrap; Professor Junk-50 Bots/Traps MM; +Others Arc Id #77311, #227436

 

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redwood, give up on this and make another equally bad guide we can bash on , this was fun. ( I didnt do any "bashing" really but it was still fun)

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This one was deliberately dumbed down as a "quick pick" guide for newbies who want to decide what type of mastermind to pick. It's hardly MY fault if a bunch o yahoos decided that a quick and dirty "feel o the archetype" guide needed to be an in depth discussion of the arcane workings of one particular secondary set.

Too bad the first microencephallic who tried to claim that I'd never played */Traps apparently doesn't even have a */Traps of his own to compare to mine. It's truly fun when someone plants their foot so firmly in their mouth.

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Yeah, but Red - not everyone who complained on your */Traps discussion is like that. I have a Bots/Traps (listed in my Sig), and I've made some points in here as well. I think the issue was your discussion of trap really didn't even come close to doing it justice, and would lead people to not try it, if they followed your guide, due to your very limited interpretation of it.

I believe the reason we jumped on that one, vs the rest, was really due to that reason. Traps has never been all about pulling (yes that is one thing it does VERY well), but even given that its just hard to state that is its main point, just like the mention of Caltrops as a key power of it, is a misnomer.

I've also done a Thugs/Pois MM (currently at 19) and I can tell ya that the things I can do in a battle with my Bots/Traps with the Traps FAR outway what I can do with the Poison (Currently). And this is all about just how aggressive I can be on the Bots/Traps with the MM char (vs the pets) even when that char was at the same level. Most of that was due to things like the Force Field Generator (plus the Protector Bots Shields) and such like. Not Caltrops.

Again this is just my opinion, and the basic guide is yours.

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give up on it man. he's a pseudowannabeintellectual who isn't that good at making a 'dummied down' guide.

i mean, if anything, this is a good guide for um, yeah, i was going to say lvl 1-4, but if you go by this guide, you're gonig to have horrid misconceptions and expectations of all 25 MM combinations.

for the op:

start over from scratch, or just give it up.

or, do like i said, repost it on the MM forum. i'm sure a few dozen people would tell you great job and point out how i, and the others, are completely wrong about this guide. or, maybe you're not reposting because you know not a lot of MMs will check this guide out and you're hoping they won't so they don't all join in on the "what the..."ing about this guide.


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

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give up on it man. he's a pseudowannabeintellectual who isn't that good at making a 'dummied down' guide.


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Ya, us Pseudowannabeintellectuals with degrees in computer science who have literally played every powerset in the game never, ever get POed if some loser tries to tell us we've never played one of the sets. Really.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

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give up on it man. he's a pseudowannabeintellectual who isn't that good at making a 'dummied down' guide.


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Ya, us Pseudowannabeintellectuals with degrees in computer science who have literally played every powerset in the game never, ever get POed if some loser tries to tell us we've never played one of the sets. Really.

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you're proving my point. now stop threadjacking and repost it on the MM forum. i mean, you're obviously a very accomplished mm and blaster and well respected in the community, and i'm sure they would give their wholehearted support and probably get it stickied as a 'new player help guide' on the mm forum.


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

Posted

Quick question about Explosives;
Wouldn't Necromancy be good with Explosives? I mean, send in all characters, set a Grave Knight or Zombie to explode and rez a ghost from it? I'm just curious 'cause I was thinking about playing one and that seemed wise.


 

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Quick question about Explosives;
Wouldn't Necromancy be good with Explosives? I mean, send in all characters, set a Grave Knight or Zombie to explode and rez a ghost from it? I'm just curious 'cause I was thinking about playing one and that seemed wise.

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You mean the Traps Detonator?

The issue with the Traps Detonator is the limited Range and time.

So you have to be close to the Pet to destroy, and it goes off very shortly after you hit the power.

Plus the detonator needs some Accuracy and Damage Enhancements (as usual) to do good damage.

But yes with Necromancy, you could explode the Pet and then Rez it as a ghost.


Take Care,
BinkDeBook
Virtue: CaptainMayhem-50 Inv/SS Tank; NaomiArmitage-50 DM/Inv Scrap; Captn Randomizer-50 MC/Kin Cntrller; Murky Thecat-50 Claws/SR Scrap; Professor Junk-50 Bots/Traps MM; +Others Arc Id #77311, #227436

 

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Quick question about Explosives;
Wouldn't Necromancy be good with Explosives? I mean, send in all characters, set a Grave Knight or Zombie to explode and rez a ghost from it? I'm just curious 'cause I was thinking about playing one and that seemed wise.

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You mean the Traps Detonator?

The issue with the Traps Detonator is the limited Range and time.

So you have to be close to the Pet to destroy, and it goes off very shortly after you hit the power.

Plus the detonator needs some Accuracy and Damage Enhancements (as usual) to do good damage.

But yes with Necromancy, you could explode the Pet and then Rez it as a ghost.

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Which would be pretty much the only EASY way to get the Lich version of the ghost, since the Lich has so much self healing.

For Detonate, I'd usually recommend (Talking SOs here, not IOs) 3 damage, 1 accuracy, 2 range. So it's a BIG kaboom you can do at a bit further distance, and reasonably accurate.

The trick is getting the mobs to bunch up, since nobody but me apparently EVER uses caltrops to pull the mobs to a corner and force them to bunch up in a tight group...


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

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Which would be pretty much the only EASY way to get the Lich version of the ghost, since the Lich has so much self healing.

The trick is getting the mobs to bunch up, since nobody but me apparently EVER uses caltrops to pull the mobs to a corner and force them to bunch up in a tight group...

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goto command on the lich, send him alone into a room full of baddies and he can die pretty easily, especially if you goto him a couple of times. then summon/buff your new lich and bumrush the entry spot where your original lich died.

with lich, seeker drones, poison trap, etc, you can get mobs pretty much in one area long enough to detonate, plant your own trip mines, or (using lich or seeker drones) poison trap, which in turn gives you more time for trip mines and such.


blasters pull. MMs tank and destroy.

you repost this on the MM forum yet? i mean you've got a computer science degree and all, so you should welcome dedicated MMs giving their support to your dummied down new player guide.


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

Posted

I think my least favorite aspect of this guide ist he Darkness mention..

The AoE heal is all you've got to talk about? Dark Miasma was never about healing. It's about dropping enemy Damage potential to the point where healing isn't an issue (Like a backwards Force Field). I mean, heck, I slot Twilight Grasp for *to hit debuffs* Maybe I'm the crazy one, though. And it has a better version of the Caltrops power you rave about.. (though with far less AoE to personally make use of it.. but then, not everyone solos all the time). I mean, if you're going to talk Dark heals, at least mention the AoE rez that brings people back at full HP/End...


 

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Go drink yer S'mores Schnaps, Damian. You are disrespectin' mah AUTHORITAH!


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

<QR>
Here's my go...

PRIMARIES:

Necro - a mix of very good melee and moderate ranged damage. Exotic damage types is a plus. Extra pet is a plus. Very squishy 1st tier pets is a minus. Requires extensive use of the goto command to make the most out of your pets' damage potential.

Bots - good burst damage. 2nd tier pets heal other pets & provide +def buffs. Exotic damage types. Best if used at range. Lower firing rate & some long attack animations is a minus.

Mercs - high firing rate, some AoE control powers, decent resistances. 3rd tier 1 pet heals & stims, but has a short range on his attack & dies easily. Does mostly s/l damage.

Thugs - high firing rate. No inherent resistances. Your tier 2 pets provide +def, +dmg, +acc to your pets, so that shortcoming is made up there. Your 3rd tier 1 pet is essentially a fire-corruptor - his damage output is quite good, but he tends to draw a lot of enemy aggro. Your tier 3 pet is a brute; he's a melee pet, but he has hurl & handclap, which can work against his melee nature.

SECONDARIES:

Dark: dark is what I'd call the "active" secondary. It gives you the only AoE heal, but more importantly, it provides excellent tools to increase your damage, reduce incoming damage, control the enemy, and gives you another pet.

Poison: this is a highly concentrated, mainly single target, debuff set. You will also be very active with this one, but you have to be a bit more picky about which power you use and on what enemy. It has one of the few powers that can actually reduce the enemy's ability to use their powers as well. Plus it has a debuff you can place on one of your pets, to have it affect the enemy - this works best for melee pets.

FF - this is a double edged sword of a set. You do 2 things, and you do them well - provide +def and do kb/repel. One of the big draws of ff is that it can give you and your pets status protection. You will have a bit more setup time, though, as it can take a lot of end to double-bubble all your pets. Prioritizing who gets what buff is key. PFF prevents you from issuing pet commands.

Traps: "the thinking man's secondary" - this set has a lot of very useful tools, but the require you pay special attention to your surroundings. Many of your best powers are immobile and/or require an enemy to trigger them. You don't get a direct heal, but you do get a triage beacon that can provide better levels of +regen than a regen scrapper/stalker (integration). Acid mortar allows you to debuff def and resistance, thus making enemies easier to hit and take more damage. FF gen provides some +def and grants status protection. The beauty of the set is poison trap. It causes an irresistable "puking" animation, and a hold afterwards (the choking animation).


 

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You forgot Ninja.... LOL!


 

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You forgot Ninja.... LOL!

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Sniff... I'm sorry! Please believe me.. I only wanted to help! *weeps*


 

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You forgot Ninja.... LOL!

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Sniff... I'm sorry! Please believe me.. I only wanted to help! *weeps*

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you did help!


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

Posted

Nice work Biostem

That is a good set of definition (other then the missing Primary and Secondary sets)

Oh BTW the Secondary missing is Trick Arrow


Take Care,
BinkDeBook
Virtue: CaptainMayhem-50 Inv/SS Tank; NaomiArmitage-50 DM/Inv Scrap; Captn Randomizer-50 MC/Kin Cntrller; Murky Thecat-50 Claws/SR Scrap; Professor Junk-50 Bots/Traps MM; +Others Arc Id #77311, #227436

 

Posted

what happened to the op? is he planning on changing his "guide" to incorporate helpful information, like what's been in this thread? or has he finally let the horse die, even though he has uber micro?


Political correctness is a stench in the nose of God. Yes, your God(s) also.

 

Posted

So I was curious....is dark servant still a temporary pet or is he perma now? Also, I've heard that you don't need to slot for acc because his base is pretty high already. Any thoughts?