Advice Request


Cognito

 

Posted

I've been playing heroes mainly for a few months now and a few of my friends are joining the game and we're looking to do a lot of teaming together. I'll be teaming with: 2 dominators (1 mind / psi the other grav / energy) a corruptor (fire / thermal) and a brute (fire / fire). And i was wondering what would be the best combination to compliment this setup as a mastermind?

Thanks in advance


 

Posted

as you have mainly buffs and damage going on, would opt for a /poison MM of some debuff fun, it will also help bring down the more powerful foes quickly and safely. the easiest primary i think would be bots or thugs. bots has some very nice AoE potential in later levels(would add the the drasic amounts of AoE your team already has) , thugs seems a bit more single target but still very damaging.
depends on how you would like to play.
(i would avoid necro as you already have alot of control and that seems its main strength, and ninjas sound a bit tricky, but i have no experience of them or how they would work with your team)

and welcome to the boards


 

Posted

/nrg might be tricky with knockback and melee pets (necro, ninja and thug bruiser).

Although TA is not that great solo and for MM as whole, it still works very very well in teams. Basicly everyone power has AoE abilities and having a fire brute i can say that oil slick arrow gonna be your biggest friend. (and TA glue arrow helps alot with /nrg knockback). Pets are a little problem, depending if you plan to pick some attacks. As you will have bow as TA, ninja suits best. Downside is that ninja is 99% melee thus can be dangerous.

If you also plan to face AV's and EB's, -regen powers are best to go with, such as poison's one is awsome. But since its single target based, i would pick /Traps instead, great control, great teambuff (aoe mezz bubble) and good overview.

Dark and FF i have little experience with, Dark is basicly good in any situation but might overkill on mob-mezz'ing.

pets,
Bots are very good overall, nice aoe damage, they are pretty solid and the 2 protector bots can heal other bots. Might be annoying at little space missions, they are the biggest pets around.

Mercs, my personal dont-take pets. They currently have alot of AI issues, from suicidal medic, useless stealth power to a commander that only uses 20% of his attacks. They are fun, if positioned correctly they ditch out very nice aoe powers.

Necro, currently my favorite. Awsome damage, have a self heal, mezz-spamming Lich. Set has a self-heal, soul extract (get a soul from a dead pet) and they can do serious -acc. Mainly melee based (knights are broadsword scrappers - hello dmg) but at range they can do lotsa dmg too.

Ninja/Thug, little experience in team based, as solo they perform very very well, specialy thug is a Single target killer.

Lotsa talking, what i would suggest:
Necro/trap. Mezzed mobs dont attack, with the powers of trap you can even mezz them more, your pets do awsome damage and you can safely put down some tripmines and detonators (necro pets instant explode, using soul extraction and you got your pet back - your own MM blasternuke). Mez-resist for the team, debuffs mostly are passive, agro puller (seeker drones), regen buff (triage). From my experience of all my MM's in teams, the most enjoyable.


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Posted

Interesting Conundrum!

Primary:

Id avoid Thugs (Bruisers handclap) and Robots for knockback reasons unless your dominators are committed to AoE immobilise (which they should be with a fire brute)

Not a whole lot in it for primary otherwise. I would go with concept. Considering 2 dominators I would consider a damage heavy, but squishy type of mastermind pet like ninja's or thugs (but bruisers handclap would be a problem)

THe Secondary is arguably more important. Again, I think the two things your team "needs" [i.e. doesnt need but may be areas of weakness] are 1. More damage (2 dominators in team of 5 would suggest need more) and 2. THe ability to take down an AV with -regen.

That being the case the obvious canditates are:

Trick Archery: Will up your damage a lot with two -resistance debuffs and Oil Slick Arrow (available lvl 35). Add in Glue arrow to keep things in your brutes burn patch - its quite nice. TA is a team set, more than a solo set.

Poison: More of a solo set, so wont normally shine. You are unlikely to need the heal, rez, or antidote powers (Your thermal corruptor has those), so on first glance seems a weak choice. However, it does have the advantage of being about the best set around to take down Arch Villians, which is the major gap in your team.


Anyway hope that helps.


 

Posted

Thermal has heat loss, wich does a -500% (poison -1000% i believe) and is perma-able.
TA has EMP but thats only 15 sec on -1000% regen.
trap has Poison trap, 10 sec on -1000%


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Posted

i assume your talking about the -regen? (sorry if im being stupid here i just don't recognize those numbers)
looking at no future, and im my experience with my lvl 45 necro/poison it is perma and stacks, which means it was effected less by the regen nerf. AV's and EBs get progressively weaker (i spam it far to much to make sure they don't feel healthy for a second).
edit I forgot the clicky
it is great not just for AV's any mobs that loiter on the map too much like those moged protectors


 

Posted

Thermal is not a MM secondary.

I take your point that both TA and Traps have -regen, but not at particularly effective doses from a "Take down an AV" point of veiw.EMP arrow recharges far to slowly, and Poison Trap is by no means up all the time and the prospect of placing one at the feet of an AV (after the first one) is scary.

I maintain that /Poison is the only really effective AV -regen set of MM secondaries.


 

Posted

Necro/Dark MM, have a Shaman, make it female as most Shamans in our history happen to be female and are inclusive of Wiccas and then call it Dark Willow and hopefully never get Genericed.

Bruisers dont have to have handclap neither unless you give them the upgrade to it.

Traps Poison trap is enough for fast AV/Hero dropping, EMP arrow not so good as duration doesnt anyway near meet the recharge which sucks really but still probably nice in many ways for some of the first secs of the fight.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

[/color]<blockquote><font class="small">Antwort auf:[/color]<hr />
Thermal is not a MM secondary.

I take your point that both TA and Traps have -regen, but not at particularly effective doses from a "Take down an AV" point of veiw.EMP arrow recharges far to slowly, and Poison Trap is by no means up all the time and the prospect of placing one at the feet of an AV (after the first one) is scary.

I maintain that /Poison is the only really effective AV -regen set of MM secondaries.

[/ QUOTE ]

Most AVs are fairly easy to immobilize and then it's pretty simple and not very dangerous to put down a poison trap under their feet.
But /poisons -regen is stackable and easier to use.


 

Posted

[ QUOTE ]
Thermal is not a MM secondary.

[/ QUOTE ]
I was refering to the corrupter he will be teaming with

The heat loss might be enough to keep regen at a low bay for AV's, as said with immobilize you can start ditching out tremendous damage (burn /trap mines, prob perma mezzed).

Then again, AV's are like 5% of the entire gameplay? Of with all the other mobs and missions are mainly (with such big group) focused on aoe control of wich /poison is the loosing one imho. (although the cone is very awsome - poison trap however is very very pants compared to the trap version).

As he has a grav/ on the team, wormhole (that tp/stun thing) on a tripmine does funny things. I keep my bets on /trap and /TA (last specialy with a fire brute).


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Posted

TA would be my choice too.

With regards to AV, they are the smallest point of the game, but the place where teams can stumble. As this is a 5 man team, AV's might be a particular difficulty.


 

Posted

With AV's you can pick your pets carefully. As we look at all the sets, lack of KB-protection making KB-frenzy pets abit annoying.

Ninja first 3 pets will get a knockback with the 32 upgrade, Thugs have their bruiser with handclap (he loves it it seems), Bots have several attacks with it, Necro's lich have a cone knockback and Mercs have grenades/commando. Although i believe TA glue arrow provide knockback-protection, Grav only has KB-prot in the holds (not aoe imm or ST imm).

If you have 1 person on the team with a less computer, casting Call gangwar might be bad one but the fire-freak has a burn-patch power, ninja AI can be borked at certain moments, Bots are fully ranged with great AoE's (more burn!) and can do -regen, nerco have cones (zombie and lich - psn less resisted) and awsome melee dmg (knights with KU/KD). So for that mather, i would go for more theme based style of wich you prefer to take.


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