Thermal or Poison MM in pvp?
at this point, i wouldn't roll any mastermind that's not /mace.
It depends for arena I would go with poison but for zone I would have to say thermal. For a epic pool, you can't go wrong with mace. Also you can have a much better build for alot cheaper.
@Intro lolPvP
nanu ur avatar has issues. Its staring at me in a really evil tone of voice >: S
at this point, i wouldn't roll any mastermind that's not /mace.
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Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs
-jump/fly.
80% of playing a mastermind is keeping your target from getting away.
at least when playing against a less bad player.
KO Blow on a mm is epic.
Thermal or Poison depends on your style of play. Poison hold is lol now. Powerboosted self heals in thermal are extra nice, you just have to spawn and buff a lot of pets...
PB'd Poison debuffs are hot too. As others have said, I'd probably do Poison for solo or team arena, and Therm for zone.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
It depends for arena I would go with poison but for zone I would have to say thermal. For a epic pool, you can't go wrong with mace. Also you can have a much better build for alot cheaper.
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Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs
Build for lots of HP, build for KB protection, get Phase if you can (if not, the Warburg or purchased temp phase can help keep you alive in zones). You don't need any personal attacks unless they're mezzes (to toggle drop someone after you).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Ok, still stubborn and wanting to keep to playing MMs in pvp, mostly because I just like playing them despite their weaknesses. What I'd like to know is what has more potential in pvp? I personally think /thermal...everybody seems to complain about thermal corrs, and it would allow me to heal my pets. /Poison's debuffs seem more wide ranging though, and more readily available.
Also: For my patron set, I'm looking at either Soul or Mu. Mu has higher base dmg for the attacks I'd be using, but it'd be more often resisted as well. Any thoughts?
This is what I came up with for my thermal MM
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Mastermind
Primary Power Set: Thugs
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Call Thugs -- HO:Nucle(A), HO:Nucle(7), BldM'dt-Dmg/EndRdx(7), BldM'dt-Acc/EndRdx(9)
Level 1: Warmth -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(3), Panac-Heal/Rchg(3), Panac-Heal/EndRedux/Rchg(5), Panac-Heal(5)
Level 2: Fire Shield -- GA-End/Res(A), GA-Res/Rech/End(19), GA-RechEnd(19), GA-ResDam(21)
Level 4: Cauterize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(21), Panac-Heal/Rchg(23), Panac-Heal/EndRedux/Rchg(23), Panac-Heal(25)
Level 6: Equip Thugs -- EndRdx-I(A), EndRdx-I(9)
Level 8: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(34), LkGmblr-Rchg+(36)
Level 10: Plasma Shield -- GA-ResDam(A), GA-Res/Rech/End(11), GA-End/Res(11), GA-RechEnd(17)
Level 12: Call Enforcer -- Achilles-DefDeb(A), HO:Nucle(13), HO:Cyto(13), S'bndAl-Dmg/Rchg(15), S'bndAl-Acc/Rchg(15), S'bndAl-Dmg/EndRdx(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(34)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Assault -- EndRdx-I(A)
Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-ToHit/EndRdx(40), AdjTgt-EndRdx/Rchg(46)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37)
Level 26: Call Bruiser -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Build%(27), BldM'dt-Acc/EndRdx(29), BldM'dt-Acc/Dmg/EndRdx(29)
Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(31), AdjTgt-Rchg(33)
Level 30: Flurry -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(46)
Level 32: Upgrade Equipment -- EndRdx-I(A), EndRdx-I(33)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), EndRdx-I(36), RechRdx-I(37), RechRdx-I(37)
Level 38: Melt Armor -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-DefDeb/EndRdx/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40)
Level 41: Static Discharge -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
Level 47: Electric Shackles -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
Level 49: Charged Armor -- GA-ResDam(A), GA-Res/Rech/End(50), GA-End/Res(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Supremacy
Gaheris
"I know that will get glossed over and 6 months from now someone here on the forums will make a statement like "Remember back when walk was crashing the mapservers" and someone else will say "Oh yeah, I remember that" and I will drop my face into my palm and die a little bit more inside." - BABs