have you heard of this mm strategy?


beyeajus

 

Posted

Hello again, my mastermind cohorts. First off I'd like to express gratitude for all the help and feedback I get from the boards. You guys are awesome, noobies and vets alike. You all get Beyeajus' metalfist of awesomeness-----------> \m/

Now that that's out of the way, I was reading up on mm strategies on paragon wiki, and came across an interesting one about not using your first tier pets to focus on your own moves as well as your stronger pets that aren't such lower levels below you.

Has anyone ever tried this before? Cause it sounds like a cool challenge and I may just respec my ninjas tonight to try it.


 

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Quote:
Originally Posted by beyeajus74018 View Post
Hello again, my mastermind cohorts. First off I'd like to express gratitude for all the help and feedback I get from the boards. You guys are awesome, noobies and vets alike. You all get Beyeajus' metalfist of awesomeness-----------> \m/

Now that that's out of the way, I was reading up on mm strategies on paragon wiki, and came across an interesting one about not using your first tier pets to focus on your own moves as well as your stronger pets that aren't such lower levels below you.

Has anyone ever tried this before? Cause it sounds like a cool challenge and I may just respec my ninjas tonight to try it.
challenge is the right word. you might not realize how much dps you'll lose, nor how much aggro control you'll be lacking. As challenges go, it's easier if you couple your primary with a secondary that lowers to-hit or damage, say like /dark.

The idea stems from the previous technique of not bothering to buff the first tier minions because they died so quickly. When the upgrade system was revised to buff all summoned pets, the old technique became a bit of a moot point.

***

Edit: I'd seriously suggest doing this as a dual build. That way if it's just not working out, you aren't looking at a waiting or spending another respec. Also, try it with SO's first, make sure your powers and fight patterns are working as you're used to before sinking money into IO's.


 

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dual builds, good call! Ok, let the experiment commence! Thanks dude! As stated b4, you cats are awesome.


 

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I would not suggest this technique for two basic reasons:

The first tier minions can do a lot of damage. The arsonist for one is a major AoE contributor, the robots have the full auto laser assault, the necros first tier like to get in melee, between you and the foes, mostly.

The second reason is bodyguard. You would lose a lot of bodyguard protection being down 3 first tier minions out of your total 6 pets.

You can try it without respeccing just by not summoning the first tier to test your playability. I have no doubt that some builds will handle paper missions and other riff raff with ease, but bosses, endless ambushes (such as longbow), and foes your mastermind set is susceptible to will show the weakness in this plan.

It's a gimmick like the petless mastermind.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

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lol, yah sort of an "almost petless"

I did try it on a mission after having my genin wiped, went and finished the mission with just jounin & Oni, it went smooth, but yah it was only some random papaer mish I was doing. Gonna play with it a bit, but the more I think about it, the more it starts to seem like fail. My secondary IS /pd, but with the aggro being redirected with no genin, it might now even save me. Gonna try it just w/o summoning genin just for S&G, a dual build would just have me buying SO's for something I might not even like.

EDIT: Also, I just realized now that I'd be stuck with the crappy bow and arrow moves too......eww......


 

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Generally, it's not a good idea. You lose a lot of damage, a lot more mitigation, and yes, you'd be stuck taking the personal shooties which don't do any good. Possible benefits are not having to buff those pets constantly (that's only helpful for /ff and /thermal now that equip/upgrade buffs are AoE), and having more room to run around.

From what I remember, this idea stems from sparing teammates from dealing with robots clogging caves.

To that end, I say #&@% 'em.


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Posted

Just to play devil's advocate, for a robot/ff mastermind:

* you don't need bodyguard mode to survive as much as some other masterminds
* the true key to your damage is burn patches from a fully upgraded assault bot
* without drones, protector bots can focus healing on assault bot and each other
* even when solo, battle drones can get in the way of assault bot
* now you only have half the robots to buff

Even with all of that being said, these aren't good enough reasons to devote an entire build to this strategy. Always take all pets, always six slot them. Then consider playing without drones as a change of pace.


 

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All right, as someone who has actually done this, let me clarify a few things:

1) Most people who say that the damage of your attacks cannot match the damage of your Tier 1 pets are referring to post-32, after you have Upgrade. After this point you can do at best 20% of your overall damage. Depending on your Primary, your Tier 1 could be doing anywhere from 25% to 30% of your overall damage. In fact, it is likely that your Tier 3 is doing the LEAST damage of all your pets, again at around 20%. (This will not be true of Bots, though...)

2) Prior to level 18, when you get your third Tier 1, you can easily do more damage with your own attacks than your Tier 1. First of all you only have two Tiers, so you're doing 33% of the damage, second the Tier 1 often does less damage than the Tier 2, even with only one Tier 2 henchman, resulting in the Tier 1 doing less damage than your own. This can even hold true after 18, for some Primaries, for instance the Arsonist adds a great deal of damage to the Tier 1 of Thugs, but the third Drone doesn't really add much. (Remember, you are getting a third henchman, but he and the rest of the Tier end up a level lower)

3) There is a frustrating low point in henchman damage from about level 18 to 24. This is a very good time to have extra attacks to add a little "punch".

4) If you do take your own attacks, the disadvantage is in the number of attacks you have to take to match the damage of the Tier 1, and the Endurance that those attacks will cost. If you wish to use a "partially petless" build, I highly recommend Stamina. This, of course, also costs additional power choices.

In short, my recommendation is that if you wish to go this route, use only your attacks and not your Tier 1 from levels 1 to 8. At 10 you will want to pick up Equip so you have it ready when you get your Tier 2 at 12. You should be able to level from 12 to 20 in increasing difficulty as your attacks reduce in damage. At 22 or so you can either pick up your Tier 1 to get over the hurdle, or just keep going to 26 and get your Tier 3. You will want to get your Tier 1 by level 30 at the latest. Once you hit 32 the strategy is no longer viable, and a better design would be simply to support your henchmen with your more powerful attacks.

I would definately recommend a dual build, with the other build starting out with Tier 1 like normal. This way if you get in a group that insists on the henchmen, you have them. Note that while overall damage is going to be the same, or even better in the early levels (I'm taking about pre-10) you still will have WAY more survivability with henchmen. Prior to getting your Tier 3 you will want to keep your Tier 2s in Bodyguard Mode all the time, so at least you have that much protection. This shouldn't be a problem since you are essentially being a Tankermind for them. (You're drawing aggro with your attacks)

Once you get to the 32 break point, you can have your original build pick up the Tier 1, but keep your attacks. The second build will have all three tiers as well, but less attacks. You might make it a defensive or team build that has Leadership skills or the like in it, while your attack centric build is for soloing.

Thugs is probably the best Primary for this because it simply has the most damaging attacks. Bots would probably be the worst choice, even though the Droids really have the worst damage. Mercs was not that good when I did a study of this some time ago, but it may have gotten better with changes in animation time and other tweaks that were made to the Assault Rifle. Amusingly, the damage capability of the MM himself seems to closely track that of his henchmen, so the ratios stay pretty constant even though some sets have higher damage.

For Secondary I would recommend either Dark or Traps. As mentioned earlier, you will want to pick up the damage boost power, Tar Patch for Dark or Acid Mortar for Traps, as soon as you can. This will help your henchmen as well, so it's good advice in general, but the additional damage will really help with the lower support you get from Bodyguard. Pain might also be a good choice as well, I haven't tried it, but you need only one ally to take advantage of the damage boosting capabilities of Share Pain, and Conduit of Pain can't be used on henchmen whether you have one or not.

As an alternative you can take Tier 1 and skip Tier 2, but I would NOT recommend this with Thugs. It might be workable with Mercs or Bots, although this would obviously lose you a lot of their defense.


 

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Quote:
Originally Posted by Jade_Dragon View Post
As an alternative you can take Tier 1 and skip Tier 2, but I would NOT recommend this with Thugs. It might be workable with Mercs or Bots, although this would obviously lose you a lot of their defense.
This sounds like a challenge, but I wouldn't try it on ninja, thugs, or necros. Protector bots do a lot more than shield and heal fellow robots. They chuck out a lot of damage. I would think the three attack drones would match the protector bots in damage. Then, there is the stream of stuns with seeker drones and the stun grenades that will sometimes, more than never less than always, stun lieutenants like Longbow nullifiers.

In short, keep your mastermind summons, and try the alternatives when you get bored for a challenge.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Well my build is bots/dark, and he's lvl 50 without ever touching a second build, so my choices are wide open, and the fact that I have dark servant makes for more survivability, as well as the other goodies that secondary has. If I slot the stun blaster the mm himself has for stun duration and acc, that will help some. But no way am I exclusively playing this build, just a test build to try since I read it and since I'm a huge fane of mm's (got one of each kind =D) Any other suggestions? I also have some decent defense and more attacks that the mm can do with B-scorpion's patron


 

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Quote:
Originally Posted by Psylenz View Post
I would think the three attack drones would match the protector bots in damage.
Therein lies the rub. Enforcers do way more damage than Punks, at least prior to the Arsonist's appearance at 18, and they may still do more damage to separated targets. (i.e., if you discount Burn patches) Drones actually do a little more damage than Protector Bots, taken together, and if you don't have the slots to spend on both Damage and Defense, it can be more efficient to slot your Drones for damage, and concentrate on slotting the sheilds and heals for the Protos. If you're going to drop the defense and just concentrate on max damage, the Drones should probably take priority.

Considering that Bots is known for its resiliance, though, not its damage, it seems like an uphill fight. You're giving up too much for too little damage.


 

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When you slot more heal in your protector bots, they heal for more, but they wait until the fellow minion requires more healing. It's counterintuitive. You may prefer to slot for defense. I think another valid slotting strategy is slotting for stun. I use the stun grenades in the mastermind build; the protector bots seekers and grenades with howling twilight all stack the stuns, which means you have a great chance of stunning lieutenants like longbow nullifiers.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

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Quote:
Originally Posted by Jade_Dragon View Post
As an alternative you can take Tier 1 and skip Tier 2, but I would NOT recommend this with Thugs.
That goes quadruple for Ninjas.......and not recommended for Necro, either.


 

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Quote:
Originally Posted by brophog02 View Post
That goes quadruple for Ninjas.......and not recommended for Necro, either.
Might be workable with Mercs though, the Spec Ops don't do all that much.


 

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Quote:
Originally Posted by Psylenz View Post
I think another valid slotting strategy is slotting for stun. I use the stun grenades in the mastermind build; the protector bots seekers and grenades with howling twilight all stack the stuns, which means you have a great chance of stunning lieutenants like longbow nullifiers.
This might be another possibility. Forget about trying to maximize damage, and instead slot up the stun on your Photon Grenade and take the Tier 2. You might then be able to skip the Tier 1 and use the stuns to buy time until you can kill everything. At least your Proto Bots will only have each other and the Assault Bot to heal, although you will lose the Bodyguard of the Tier 1.

If you're trying out the "partially petless" build after 32, it's going to be purely for challenge. At least you know it isn't going to be as much of a challenge as a totally petless build. I've tried going totally petless after 32 and found I couldn't do it, although I know there have been posts here from petless MMs who got all the way to 50. Actually, just going as a "duo" with your Tier 3 can be a challenge, but you'll really be able to concentrate your protective efforts. That's really the idea, you know you won't be as powerful as you would with all your pets, but it can be somewhat less chaotic and stressful since your forces are more concentrated.


 

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How about this situation: teams with 5 or more masterminds. I would definitely consider dismissing one or two first tiers to reduce constricting tunnels and such. I would want one tier one to fill the hall/tunnel with a nice cone of full-auto laser light show.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

I think taking the blaster moves for the mm and slotting 3 acc and 3 stun in photon, 2 dam, 2 acc, and 2 kb for the other blaster moves to keep mobs out of my face would be a good idea, then slotting the prot bots with at least 1 stun and 1 def. doubt i'd be able to slot a heal in there though, especially since they would wait until the amount they heal for is required as mentioned before.

that mixed with my dark powers like fearsome stare and darkest night it should be good to go. Servant makes for good heals too.


 

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Quote:
Originally Posted by Psylenz View Post
How about this situation: teams with 5 or more masterminds. I would definitely consider dismissing one or two first tiers to reduce constricting tunnels and such. I would want one tier one to fill the hall/tunnel with a nice cone of full-auto laser light show.
Oh dear god the lag.


 

Posted

Quote:
Originally Posted by Psylenz View Post
How about this situation: teams with 5 or more masterminds. I would definitely consider dismissing one or two first tiers to reduce constricting tunnels and such. I would want one tier one to fill the hall/tunnel with a nice cone of full-auto laser light show.
Well, this is no longer as big an issue, since henchmen no longer block players from moving through them. Still, the lag is an issue, and I don't think there is a HUGE disadvantage in summoning only half of your henchmen in a full team of Masterminds. Unless you find you need Bodyguard because you're Tankerminding, you can probably get away with "quality over quantity". And that's where a few attacks or some Vet Reward powers can come in handy to bring back up the damage.

Personally, what I prefer to do is summon the Tier 1, and if things are going fine and I lose the cannon fodder, I let them stay dead. If things start to get rough, I bring them back.


 

Posted

Quote:
Originally Posted by Psylenz View Post
How about this situation: teams with 5 or more masterminds. I would definitely consider dismissing one or two first tiers to reduce constricting tunnels and such. I would want one tier one to fill the hall/tunnel with a nice cone of full-auto laser light show.
Five or more masterminds means you should be moving in five or more directions.

The caves have different paths, just fan out a bit.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

Quote:
Originally Posted by beyeajus74018 View Post
I think taking the blaster moves for the mm and slotting 3 acc and 3 stun in photon, 2 dam, 2 acc, and 2 kb for the other blaster moves to keep mobs out of my face would be a good idea,
I don't think you need that much Accuracy unless you are fighting foes WAY above your level. It would probably be best to go 2 acc 3 stun and save the slot for somewhere else. I'm sure you know to at least 2 slot Tier 1s, though. (Obviously not when you don't have them, but on the build where you do)

I didn't mention this above, but I hinted at it in my last post. If you have access to Vet Reward attacks, you can REALLY increase your damage by picking them up, all three of them if you can. This will not only do more damage than your regular attacks, but will help you fill out an attack chain. I actually have not tried any of the melee attacks that were added recently to the Patron Pools, but I'm guessing they're nice as well. Even with only half Bodyguard, you should still be getting 60% resistance, which is enough to get in melee.

Quote:
that mixed with my dark powers like fearsome stare and darkest night it should be good to go. Servant makes for good heals too.
Servant really makes the more active MM's strategy since you can concentrate on offense and still know your defenses are going in the background. And IIRC the Servant's heal radius is even greater than your own!


 

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Quote:
Originally Posted by Jade_Dragon View Post
And IIRC the Servant's heal radius is even greater than your own!
It is. The Servant's a Defender, with defender mod numbers, and gets the full 25 ft radius, as opposed to the MM's 10 ft.

Given Pain Dom and Thermal, however, I think the justification for the tight radius on MM Twilght Grasp is weaker now, so we might successfully petition for a change.

And yes, I know that Twilight Grasp's heal is larger. It also requires a to-hit check. That balance is already in place between the power sets. The reduction in radius of the heal on top of that is really unnecessary.


 

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Quote:
Originally Posted by Eiko-chan View Post
Given Pain Dom and Thermal, however, I think the justification for the tight radius on MM Twilght Grasp is weaker now, so we might successfully petition for a change.
Well, off topic, but Pain Domination already has slightly lower healing capability than the Corruptor version. It is not Nullify Pain that is different, but Soothing Aura/Suppress Pain. There's also the fact that, while that Dark Servant has Defender numbers, it cannot be summoned as often as the Defender or Corruptor version.

Not saying that a greater radius on Twilight Grasp wouldn't be a good idea. Just, I don't think either Pain Dom or Thermal really change the balance between a Corruptor's capabilities and a Mastermind's.


 

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Quote:
Originally Posted by Jade_Dragon View Post
I don't think you need that much Accuracy unless you are fighting foes WAY above your level. It would probably be best to go 2 acc 3 stun and save the slot for somewhere else. I'm sure you know to at least 2 slot Tier 1s, though. (Obviously not when you don't have them, but on the build where you do)

I didn't mention this above, but I hinted at it in my last post. If you have access to Vet Reward attacks, you can REALLY increase your damage by picking them up, all three of them if you can. This will not only do more damage than your regular attacks, but will help you fill out an attack chain. I actually have not tried any of the melee attacks that were added recently to the Patron Pools, but I'm guessing they're nice as well. Even with only half Bodyguard, you should still be getting 60% resistance, which is enough to get in melee.



Servant really makes the more active MM's strategy since you can concentrate on offense and still know your defenses are going in the background. And IIRC the Servant's heal radius is even greater than your own!

vet awards? i wish lol, I might be able to scare them off with the ugly greek symbols I got recently XD. However, day job accolades I do have. So far I got the sleep grenade and the frag one too, only problem is having to charge them up all the time, but they're pretty cool. I have some other kinda scattered moves too like stolen immob. ray.

So far for the dark moves I've slotted a set of glimpse of the abyss into fearsome stare, touch o' the nictus in twilight grasp, and for the blaster moves I went with devastation for the first two with a common kb io instead of the 6th piece and rope a dope for the photon blaster. Makes for good regen too just in case. Still racking my brain a bit over what else to go with, but I love racking my brain over slotting =P


 

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I suggest slotting as many dampened spirtis in darkest night and dark servant as you can afford. Darkest night is inarguably a big ole to hit debuff; some folks like to discuss that about the fluffy. [/threadjack]


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.