New MM needs help.


Dr_E_Genius

 

Posted

Can somone please tell me the pros and cons of ech of the Masterminds primarys im at a loss here. And also wich one works best with the dark secondary.


 

Posted

I suggest you read Master Zaps sticky at the top, I think there is an overview of all the MM primaries.

As for synergy with the /Dark secondary, I would say they all work well, with the possible exception of ninjas who run pretty fast and may be awkward to capture with Twilight Grasp, Darks heal. Dark is pretty much the best secondary as far as being well rounded, it works with all of them really.


 

Posted

While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.

Dark is one of the multi-puurpose secondary sets. The other multipurposes being Poison and Traps (FF is all +Def/Knockback based and Trick Arrorw all debuff based).


 

Posted

[ QUOTE ]
While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.


[/ QUOTE ]...But why would you not want to be in melee range...?


 

Posted

[ QUOTE ]
[ QUOTE ]
While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.


[/ QUOTE ]...But why would you not want to be in melee range...?

[/ QUOTE ]

Cause bots and mercs work best at range, hence you want to not be in melee.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.


[/ QUOTE ]...But why would you not want to be in melee range...?

[/ QUOTE ]

Cause bots and mercs work best at range, hence you want to not be in melee.

[/ QUOTE ]
I think you missed MaX's point - given all the tricks in the /Dark set, especially the acc debuffs, it makes it relatively safe for the MM to move into close-range, and Dark is therefore a good pairing with Necromancy. (And it's Shadow Fall or Darkest Night, not "Dark Fall".) You'd have to be careful for heavy AoE groups (Nemesis, etc.), but other than that you shouldn't encounter any severe issues. Indeed, if you plan on taking Dark Servant at 38 or later you'll find yourself moving more into melee range, as that's where Fluffy is most effective.

FWIW, I would never use Tar Patch as a barrier between myself and the mobs - its -Res debuff is best used on the mobs themselves, serving the dual purpose of keeping the mobs grouped as tightly as possible for any AoEs. As a Rob/Dark MM, I tend drop Tar Patch slightly behind the mobs to compensate for the knockback in the Robotics attacks. Each to their own, though.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
While */Dark has best roleplay synergy with Necromancy, it works perhaps best with Mercs and Robotics as they both stay at range - making Twilight Grasp easier to use, Dark Fall in use without you getting into melee range and Tar Patch creating a handy barrier between the mobs and your fire team.


[/ QUOTE ]...But why would you not want to be in melee range...?

[/ QUOTE ]

Cause bots and mercs work best at range, hence you want to not be in melee.

[/ QUOTE ]
I think you missed MaX's point - given all the tricks in the /Dark set, especially the acc debuffs, it makes it relatively safe for the MM to move into close-range, and Dark is therefore a good pairing with Necromancy. (And it's Shadow Fall or Darkest Night, not "Dark Fall".) You'd have to be careful for heavy AoE groups (Nemesis, etc.), but other than that you shouldn't encounter any severe issues. Indeed, if you plan on taking Dark Servant at 38 or later you'll find yourself moving more into melee range, as that's where Fluffy is most effective.

FWIW, I would never use Tar Patch as a barrier between myself and the mobs - its -Res debuff is best used on the mobs themselves, serving the dual purpose of keeping the mobs grouped as tightly as possible for any AoEs. As a Rob/Dark MM, I tend drop Tar Patch slightly behind the mobs to compensate for the knockback in the Robotics attacks. Each to their own, though.

[/ QUOTE ]

Ah right I thought Max's point was in relation to the primary's. Not that you wouldnt want to be in melee range with /Dark. So I was pointing out that Mercs/Bots work better at range.

So my thought that Max was on about being in melee range with bots and mercs was because I am an idoit that doesnt pay attention to the arguements