Questions from a prospective MM...
Getting to the end of things...
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1st: Is it true Masterminds run at difficulty 4-5 as early as lvl1 solo?! How is that possible?!
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I wouldn't. You could, potentially, start early on, but running Invincible at level 1, no. I'm thinking people are overstating bodyguard that early.
That said, as you develop, you certainly *can* run the highest levels solo, solo AVs and the like, yes.
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2nd: Is it completely true that its not a good idea to get the personal attacks of each set? What about bodyguard mode? Wouldnt the personal attacks attract enough aggro for the mode to be useful?
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It's something to consider - early on, they can help with damage. Later on, your pets are doing more. I have one on some of my MMs, just for snagging a runner or getting attention, though Provoke will work (for tankerminding) as well.
That said - if you want one, snag it, unless something more important (a buff, debuff, pet or pet upgrade) is available.
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3rd: I dont suppose there is a way to rein in wayward minions who run headlong into melee, is there?
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Look into the macros and such available.
Petcom Def Follow. Sometimes you'll have to put them in Passive. On occasion, if they refuse to do anything, a dismiss and resummon, but that's rare.
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4th: Going more specifically into the builds now:
A) Is /FF's two starter bubbles really required with Bots? Protector Bots have a bubble they cast well enough on their own after all..
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The more def the better, IMHO... plus if you want to bubble for a team and have the bots take care of themselves, well... I'd take them.
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B) Do Mercs and Thugs do the same damage type (lethal)? I've seen how painful how resistances on it are higher up (heroside) and would like to avoid that.
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Arsonist - fire.
Brute - smashing.
And don't forget your secondary. My Thug/Poi didn't feel like the resistances slowed her down at all - unlike my MA/ Stalker, who felt like she was barely tickling the enemies.
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C) /Traps looks to be a all-or-nothing secondary to take. A lot of people swear by Acid Motar, Poison Trap, Trip Mine and even Detonator. That basically leaves nothing but a travel power, fitness pool, and very short on slots too.
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Don't recall if Poison Trap got altered like the Corruptor version. I'll let the trappers answer this for you.
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B) Do Mercs and Thugs do the same damage type (lethal)? I've seen how painful how resistances on it are higher up (heroside) and would like to avoid that.
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I haven't tried it yet with my 40th level Mercs MM, but I hear that putting procs, such as the Achilles Heel one or the +neg dmg, into the mercs can make it a pretty good set.
Mercs has a bad rep overall, but keep in mind that it's "the worst set" for a totally amazing AT; that's like saying a thousand dollar winning ticket is "the worst lottery ticket".
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My first attempt was a corruptor. At this point, my only experience was with blasters, and had trouble getting a character going.
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Not surprising. Corruptors play more like offensive focused Defenders than Blasters. If you want a Blaster-like experience redside, try a Dominator after the next issue (or put up with a /Kinetics Corruptor for 38 levels until you get Fulcrum Shift).
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1st: Is it true Masterminds run at difficulty 4-5 as early as lvl1 solo?! How is that possible?!
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Some people do. So do some Blaster players for that matter. Any decent solo build can run on max difficulty at low levels... it all depends on your tolerance for downtime. Masterminds do have an edge there since they can let the pet take a beating and then resummon it to heal it up. Still, most MMs that do that have veteran attacks (they really hit hard at low levels) and a lot of experience. After nearly five years of playing I can solo any class at any level on max difficulty if I'm patient enough. I'm not anywhere near that patient... but if I was I could do it.
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2nd: Is it completely true that its not a good idea to get the personal attacks of each set? What about bodyguard mode? Wouldnt the personal attacks attract enough aggro for the mode to be useful?
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Personal attacks are very useful at low levels, and very skippable at high levels. I'd take both single target attacks and use them often, then respec out of them (or use your second build) once you hit around level 24.
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3rd: I dont suppose there is a way to rein in wayward minions who run headlong into melee, is there?
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There are several. You can manually order an individual pet to follow you by right clicking it or using the pet controls (assuming you enable individual controls). You can also use a keybind (there some good ones in the Guides section, I like the numpad binds myself). Or you can just hit your default Follow macro to call all your pets back to you... just be sure to edit it and change it from Follow Aggressive to Follow Defensive so you'll get Bodyguard. Unfortunately, there's no way to stop the idiots from occasionally deciding they'd rather brawl than shoot though, you just have to call them back after they start to run off.
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4th: Going more specifically into the builds now:
A) Is /FF's two starter bubbles really required with Bots? Protector Bots have a bubble they cast well enough on their own after all..
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The whole point to Bots/FF is to maximize defense. Use both bubbles and slot them well for defense... also slot the Protector Bots with one or two defense SOs or IOs, and slot your Dispersion Bubble for defense. With all of that together your pets will be as hard to hit as Super Reflexes Scrappers.
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B) Do Mercs and Thugs do the same damage type (lethal)? I've seen how painful how resistances on it are higher up (heroside) and would like to avoid that.
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Thugs do a mix of Lethal, Smashing, and Fire damage. They also do so much damage that they tend to overwhelm even resistant enemies. Mercs do practically all Lethal, but they also have a lot of -defense attacks, which means that if you slot an Achilles Heel -resist proc in the first two tiers of pet you'll have good odds of debuffing enemy resistance. Secondaries with -resist like Storm or Traps also work well with Mercs. From a pure numbers standpoint though, Mercs are the weakest MM primary. They're still good though, the others are just even better.
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C) /Traps looks to be a all-or-nothing secondary to take. A lot of people swear by Acid Motar, Poison Trap, Trip Mine and even Detonator. That basically leaves nothing but a travel power, fitness pool, and very short on slots too.
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My Bots/Traps MM has every /Traps power except Detonator, the pets and upgrades and Repair from /Bots, the full Leadership pool, Aid Self and Aid Other, Challenge, and Charged Armor. /Traps is a very low-endurance secondary, so as long as you include some endurance reduction in Web Grenade and the Leadership toggles and don't use the personal attacks you can skip Stamina just fine. Since the personal attacks are only really useful in levels too low to get Stamina, I'd just respec out of them and into Leadership once you can slot SOs. And as long as you don't slot up the personal attacks (at least after you respec) you have plenty of slots for the pets and traps.
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5th: Lastly, since my concept revolves around a near-to-far future modern mastermind, and prefer to stay at range and simply support if ever, are there any readable guides, information or others that would help me keep at range, keep my minions at range (already have binds created for this purpose waiting and willing), and basically feel how a mastermind should feel: Laughing maniacally as his enemies are destroyed by his lackeys.
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It sounds like you want Bots/Traps. It's a pure ranged set with a very high-tech feel to it... lots of lasers and force fields. There are some good Bots/Traps guides in the Guides and FAQs thread. A couple of tips for you:
1) Edit your default macros. I suggest deleting the stance (aggressive, passive, etc...) and just having macros for Attack, Follow, Goto, and Stay. Maybe also have a Follow Passive macro as a "stop shooting and get over here now command. You can use the pet window or keybinds to do the fancier stuff, but having at least Attack and Follow as macros lets you use those easily since those two commands (in Defensive mode) are 99% of your orders.
2) Triage beacon does not suck. Some people will tell you it's worthless, and it pretty much is when you're running and gunning against single spawns, but in tough fights it shines. Drop a Triage Beacon, an Acid Mortar, and a Caltrop patch and you've got a nice little fortress to stand in with your botts as they fight multiple spawns or an Elite Boss.
3) Slot up Web Grenade. It's a great way to keep a boss or elite boss (or AV / Hero) out of melee, but it does use a fair bit of endurance when you spam it. Once you get in the 20s or low 30s stick a Trap of the Hunter set in there... it's a cheap set with nice bonuses.
4) Force Field Generator is the best power in any Mastermind secondary. Get it as soon as it's available, slot it with three Defense enhancements, and it's good to go. It provides around 15% defense to all fully slotted, as well as hold and stun protection. It's actually stronger than the /FF version. Just resummon it every couple of minutes to be sure it doesn't expire in mid-combat.
5) Seeker Drones are a great way to avoid damage. Summon them right next to an enemy group from out of aggro range and the enemies will waste their opening shots on the Drones, which will set them off and cause your Bots to attack. Sure you and your bots have a lot of defense, but isn't letting the enemy waste their alpha strike on a couple of flying stun bombs even better?
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I did some Mids-ing and came up with this. I'm basically hours away from making the MM already, and I just want to make sure I dont run into a snag just because I built it wrong...
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Villain Profile:
Level 1: Battle Drones <ul type="square">[*] (A) Accuracy[*] (3) Accuracy[*] (3) Accuracy[*] (5) Damage Increase[*] (5) Damage Increase[*] (7) Damage Increase[/list]Level 1: Web Grenade <ul type="square">[*] (A) Accuracy[/list]Level 2: Pulse Rifle Burst <ul type="square">[*] (A) Accuracy[*] (7) Accuracy[*] (9) Damage Increase[/list]Level 4: Caltrops <ul type="square">[*] (A) Slow[*] (43) Slow[*] (46) Slow[*] (48) Range[*] (48) Recharge Reduction[*] (48) Recharge Reduction[/list]Level 6: Equip Robot <ul type="square">[*] (A) Endurance Reduction[/list]Level 8: Hover <ul type="square">[*] (A) Flight Speed[*] (9) Flight Speed[/list]Level 10: Photon Grenade <ul type="square">[*] (A) Accuracy[*] (11) Accuracy[*] (11) Damage Increase[/list]Level 12: Protector Bots <ul type="square">[*] (A) Accuracy[*] (13) Accuracy[*] (13) Damage Increase[*] (15) Damage Increase[*] (15) Defense Buff[*] (17) Defense Buff[/list]Level 14: Fly <ul type="square">[*] (A) Flight Speed[*] (17) Flight Speed[/list]Level 16: Swift <ul type="square">[*] (A) Flight Speed[*] (50) Flight Speed[/list]Level 18: Health <ul type="square">[*] (A) Healing[*] (19) Healing[*] (19) Healing[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification[*] (21) Endurance Modification[*] (21) Endurance Modification[/list]Level 22: Force Field Generator <ul type="square">[*] (A) Defense Buff[*] (23) Defense Buff[*] (23) Defense Buff[/list]Level 24: Acid Mortar <ul type="square">[*] (A) Recharge Reduction[*] (25) Recharge Reduction[*] (25) Recharge Reduction[/list]Level 26: Assault Bot <ul type="square">[*] (A) Accuracy[*] (27) Accuracy[*] (27) Damage Increase[*] (29) Damage Increase[*] (29) Damage Increase[*] (31) Knockback Distance[/list]Level 28: Seeker Drones <ul type="square">[*] (A) Recharge Reduction[*] (31) Recharge Reduction[*] (31) Recharge Reduction[*] (33) Accuracy[*] (33) Range[*] (33) To Hit Debuff[/list]Level 30: Triage Beacon <ul type="square">[*] (A) Recharge Reduction[*] (34) Recharge Reduction[*] (34) Recharge Reduction[*] (34) Healing[*] (36) Healing[*] (37) Healing[/list]Level 32: Upgrade Robot <ul type="square">[*] (A) Endurance Reduction[/list]Level 35: Trip Mine <ul type="square">[*] (A) Accuracy[*] (36) Accuracy[*] (36) Damage Increase[*] (37) Damage Increase[*] (37) Damage Increase[*] (39) Recharge Reduction[/list]Level 38: Poison Trap <ul type="square">[*] (A) Recharge Reduction[*] (39) Recharge Reduction[*] (39) Recharge Reduction[*] (40) Hold Duration[*] (40) Hold Duration[*] (40) Hold Duration[/list]Level 41: Maneuvers <ul type="square">[*] (A) Defense Buff[*] (42) Defense Buff[*] (42) Defense Buff[*] (42) Endurance Reduction[*] (43) Endurance Reduction[*] (43) Endurance Reduction[/list]Level 44: Tactics <ul type="square">[*] (A) To Hit Buff[*] (45) To Hit Buff[*] (45) To Hit Buff[*] (45) Endurance Reduction[*] (46) Endurance Reduction[*] (46) Endurance Reduction[/list]Level 47: Assault <ul type="square">[*] (A) Endurance Reduction[*] (50) Endurance Reduction[/list]Level 49: Vengeance <ul type="square">[*] (A) Defense Buff[*] (50) Defense Buff[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy[/list]Level 1: Sprint <ul type="square">[*] (A) Run Speed[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction[/list]Level 1: Supremacy
I like putting two END REDs into the Eqips and I never slot anything past the freebie in my travel powers as slots seem so much more useful elsewhere. Both of these may just be me, YMMV as is always the case.
Oh, and be sure you don't tell anyone you're teaming with that you slotted your Assault Bot for Knockback!
Looks decent over all, but I saw a few areas you may want to tweak...
- Poison Trap doesn't really need all that hold enhancement. Since the fix / nerf / whatever you call it, it really doesn't hold effectively enough to warrant the extra slots.
- Extra Fly Speed in Swift only provided a couple of MPH difference. Better to put the slot in Hover or Fly itself.
- The Leadership powers are overslotted. Two end reduction is plenty, and a third defense in Maneuvers adds less than one percent. Those slots are better used elsewhere.
- You want two end reduction in the upgrades. They eat a ton of endurance.
- Slot Photon Grenade for Stun, not damage... the difference is about 2/3 of a Brawl so you lose very little in exchange for more mitigation. Pulse Rifle Blast, on the other hand, needs heavy damage slotting if you're going to bother using it at all.
- If you are going to be a flier, slot it with a full three Fly Speed.
- Slot up Web Grenade more. You want to be able to stack it to keep bosses and EBs immobilized.
- Knockback in Assault Bot? Gah! His burn patches are your best AoE damage... you do not want him knocking things out of them. I suggest an Edict of the Master pet defense bonus IO instead... even if you use all SOs for the rest of the build, that's the single best IO you can get. It only costs a few million and SOs are cheap, so by the time you can slot it you should be able to afford it.
I'd suggest something like this:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Mastermind
Primary Power Set: Robotics
Secondary Power Set: Traps
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Villain Profile:
Level 1: Battle Drones -- Acc(A), Acc(3), Acc(3), Dmg(5), Dmg(5), Dmg(7)
Level 1: Web Grenade -- Acc(A), EndRdx(19), RechRdx(33), Immob(40)
Level 2: Pulse Rifle Burst -- Acc(A), Acc(7), Dmg(9), Dmg(19), Dmg(40)
Level 4: Caltrops -- Slow(A), Slow(43), Slow(46), Range(48), RechRdx(48), RechRdx(48)
Level 6: Equip Robot -- EndRdx(A), EndRdx(46)
Level 8: Hover -- Flight(A), Flight(9), Flight(50)
Level 10: Photon Grenade -- Acc(A), Acc(11), Dsrnt(11)
Level 12: Protector Bots -- Acc(A), Acc(13), Dmg(13), Dmg(15), DefBuff(15), DefBuff(17)
Level 14: Fly -- Flight(A), Flight(17), Flight(42)
Level 16: Swift -- Flight(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Force Field Generator -- DefBuff(A), DefBuff(23), DefBuff(23)
Level 24: Acid Mortar -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Assault Bot -- Acc(A), Acc(27), Dmg(27), Dmg(29), Dmg(29), EdctM'r-PetDef(31)
Level 28: Seeker Drones -- RechRdx(A), RechRdx(31), RechRdx(31), Acc(33), Range(33)
Level 30: Triage Beacon -- RechRdx(A), RechRdx(34), RechRdx(34), Heal(34), Heal(36), Heal(37)
Level 32: Upgrade Robot -- EndRdx(A), EndRdx(43)
Level 35: Trip Mine -- Acc(A), Acc(36), Dmg(36), Dmg(37), Dmg(37), RechRdx(39)
Level 38: Poison Trap -- RechRdx(A), RechRdx(39), RechRdx(39), Hold(40)
Level 41: Maneuvers -- DefBuff(A), DefBuff(42), EndRdx(42), EndRdx(43)
Level 44: Tactics -- ToHit(A), ToHit(45), ToHit(45), EndRdx(45), EndRdx(46)
Level 47: Assault -- EndRdx(A), EndRdx(50)
Level 49: Vengeance -- DefBuff(A), DefBuff(50)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Supremacy
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I've played blueside for the most part of my first official month in CoX, and realized I'm only getting half out of my subscription. So, I've decided to take a shot at playing a bad guy.
My first attempt was a corruptor. At this point, my only experience was with blasters, and had trouble getting a character going. Then I saw a bots mastermind with 2 pets just standing there whilst his pets basically owned the newbie enemies available there.
From that point on, I knew, I had to be a mastermind.
Then I did some of Doctor Creed's missions, and ran into a huge ethical issue that basically ruined the fun for me.
(if you must know, it was the "kidnap homeless for experimentation" mission)
So I went back to being a hero that I ought I should have been. Playing blasters and shooting at range, which is where I feel most comfortable.
A week or so later (yesterday, and today), I had that "I should really try the other part of what I'm paying for" vibe and decided to try my hand at Masterminds once again.
Then a couple of friends dragged me onto another server, suggested I try Bots/FF (which I did without knowing what to really take or do), and basically got stuck in an AE mish, 90% of it spent on the floor, and got PL-ed to 20.
I gave an excuse to leave and left. I havent played the game all the way once yet!
So now I'm still no close to experiencing how it is to be a true mastermind (except say, mids and numbers, oohh shiny numbers...) and was hoping I could get some questions answered before I remake one where I mostly play (and not get PLed too far, maybe out of the beginner zone wherein its boring as heck after several more test characters, testing synergies...).
There's also a lack of guides for other secondaries like pain dom and Storm summoning. Discounting their synergies with non-ranged MM's that is. I'm fully intending to try Bots or Mercs as a MM primary, since I intend to stay at range and feel all important with minions doing all the work for me, and maybe even take potshots at my leisure.
I've asked around ingame and such on builds, synergies, and the like (as much as people were on and willing to give, considering my playtime is often during offpeak), but also got info I simply couldnt believe, and from the forums, is shared as well here, and still couldnt believe.
1st: Is it true Masterminds run at difficulty 4-5 as early as lvl1 solo?! How is that possible?!
2nd: Is it completely true that its not a good idea to get the personal attacks of each set? What about bodyguard mode? Wouldnt the personal attacks attract enough aggro for the mode to be useful?
3rd: I dont suppose there is a way to rein in wayward minions who run headlong into melee, is there?
4th: Going more specifically into the builds now:
A) Is /FF's two starter bubbles really required with Bots? Protector Bots have a bubble they cast well enough on their own after all..
B) Do Mercs and Thugs do the same damage type (lethal)? I've seen how painful how resistances on it are higher up (heroside) and would like to avoid that.
C) /Traps looks to be a all-or-nothing secondary to take. A lot of people swear by Acid Motar, Poison Trap, Trip Mine and even Detonator. That basically leaves nothing but a travel power, fitness pool, and very short on slots too.
5th: Lastly, since my concept revolves around a near-to-far future modern mastermind, and prefer to stay at range and simply support if ever, are there any readable guides, information or others that would help me keep at range, keep my minions at range (already have binds created for this purpose waiting and willing), and basically feel how a mastermind should feel: Laughing maniacally as his enemies are destroyed by his lackeys.
EDIT: I might like to add that since I often play at off-peak times, I'd be more or less soloing though most of the game.