Mastermids will become living gods, Blueside :O


Amy_Amp

 

Posted

This just my opinion & was formed last night, when friends & I where just talking bout G.R. & classes both sides, this came up.

There is nothing there honestly on blueside that scares em(while on red, there are things that give em pause & rethink strategies at times or on the fly).

Redside stuff that can/could decimate MM fairly fast.

Scrapyarders
Longbow
Arachnos
Wyvern
Legacy Chain
Wailers(if your not good defense capped for pets)

are some the mobs friends & I where discussing that they wont face Blueside(Well you can avoid Arachnos if you skip most paper mishes or last half of Faultline)

What do they have to worry about low-mid lvl range?

Skulls? Hellions(well boss ones are always nasty), Outcasts? Trolls? As they work up, Freakshow & Council & Sky Raiders, again not much of a challenge for someone who knows how to play MMs. Both sides face CoT, Malta, Knives so can't really use that for high end, by that time experienced redside MMs, know how to handle those guys.

Should be interesting.


JJ


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Posted

Actually... I wanna see an eight-man MM-team take on Lusca.

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Posted

Plus the greater availability of IOs through the blue market.


total kick to the gut

This is like having Ra's Al Ghul show up at your birthday party.

 

Posted

Now team your mastermind with a kinetics controller. Controlled enemies can't squish the pets well, pets get damage capped via fulcrum shift.


 

Posted

Quote:
Originally Posted by Dark_Respite View Post
Actually... I wanna see an eight-man MM-team take on Lusca.

Michelle
aka
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8 man team of Thugs MM with Gang warfare taking on Lusca please!


 

Posted

Quote:
Originally Posted by Seldom View Post
Now team your mastermind with a kinetics controller. Controlled enemies can't squish the pets well, pets get damage capped via fulcrum shift.
And people wonder why the Devs have been reluctant to give the kinetics secondary to MMs.
At least heroic MMs will have to team up with at least one other person to get that going.


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Posted

Quote:
Originally Posted by Lothic View Post
And people wonder why the Devs have been reluctant to give the kinetics secondary to MMs.
At least heroic MMs will have to team up with at least one other person to get that going.
MMs can get an AoE Immob in their epics so they only really need one corr for Fulcrum. I'm pretty much taking alpha strike with my MM anyway so protecting my pets really isn't that big of an issue. All the more so when they are Bots anyway.


 

Posted

What do you mean become?!

Silly fleshling...You underestimate us!


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
So what you're saying is... nothing will change, they'll just be blueside?

Duh.
He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...


 

Posted

Quote:
Originally Posted by Seldom View Post
He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...
Maybe MMs deserve their own equivalent of Kheldian Quants/Voids.


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Posted

Quote:
Originally Posted by Lothic View Post
Maybe MMs deserve their own equivalent of Kheldian Quants/Voids.
Those are call demolitionists, and any mobs with a large amount of AoE damage


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Posted

Quote:
Originally Posted by Dr_Mechano View Post
8 man team of Thugs MM with Gang warfare taking on Lusca please!

Roguespear checking in!



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Posted

Quote:
Originally Posted by Seldom View Post
He does raise a good point. Some of the only things that give masterminds pause are uncommon or nonexistent on the hero side of the fence. Makes me wonder if the devs might purposefully add autohit AoE damage to some blue stuff just for the masterminds...
Quote:
Originally Posted by Lothic View Post
Maybe MMs deserve their own equivalent of Kheldian Quants/Voids.
Quote:
Originally Posted by Lord_Thanatos View Post
Those are call demolitionists, and any mobs with a large amount of AoE damage
You know, I should have thought about this before I said anything.

In fact, I mentioned this weakness myself, not too long ago.


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Posted

Oh no....


The horror...





A MM....running the sewer trial. On the catwalks of DOOM..


 

Posted

Quote:
Originally Posted by Lord_Thanatos View Post
Those are call demolitionists, and any mobs with a large amount of AoE damage
Nemesis? Quite common in the late game too.


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Posted

Quote:
Originally Posted by Schismatrix View Post
Nemesis? Quite common in the late game too.
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly*

Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.


 

Posted

Quote:
Originally Posted by JJDrakken View Post
This just my opinion & was formed last night, when friends & I where just talking bout G.R. & classes both sides, this came up.

There is nothing there honestly on blueside that scares em(while on red, there are things that give em pause & rethink strategies at times or on the fly).

Redside stuff that can/could decimate MM fairly fast.

Scrapyarders
Longbow
Arachnos
Wyvern
Legacy Chain
Wailers(if your not good defense capped for pets)

are some the mobs friends & I where discussing that they wont face Blueside(Well you can avoid Arachnos if you skip most paper mishes or last half of Faultline)

What do they have to worry about low-mid lvl range?

Skulls? Hellions(well boss ones are always nasty), Outcasts? Trolls? As they work up, Freakshow & Council & Sky Raiders, again not much of a challenge for someone who knows how to play MMs. Both sides face CoT, Malta, Knives so can't really use that for high end, by that time experienced redside MMs, know how to handle those guys.

Should be interesting.


JJ
Question: What's special about Legacy Chain & Wyvern regarding masterminds? I usually sweep right through these guys. yeah, there's a few cone and AOE attacks, but they're so infrequent I never would have thought them very special, particularly at the low-mid level ranges you're saying are particularly juicy targets heroside. I must be missing something because I'd put them with the others you casually discount (freakshow, council, and sky raiders)...

At first glance, the low level heroside does have the Vaz. It also has more lost- with anathema mezzes appearing before most sets would have their mezz protection out there. Of course, the very low levels aren't that relevant, as we're essentially talking about a time when the mm has a mere 1-2 pets....

You're right that heroside doesn't use many area attacks like the demolitionist's, but masterminds might find other foes a challenge.

1) You don't have to fight a WHOLE lot of Council villainside while leveling up, compared to hero-side. In the mid-level range you mention, you'll be visiting Striga Isle. The "mix" of spawns is different there, and foes like the "War Wolves" -- appearing in large packs, with very heavy burst damage (mm pets fall faster to high burst dmg) and a tendency to run all over creation can make a MM's task harder. Add in the sonic-powered council members in later arcs there, and the fact that the low-burst-damage of MM pets almost guarantees that they'll trigger the Ascendants' Shield protection... dragging out fights.

2) You have Croatoa in that mid-range.
- Fir Bolg have some aoe's that might not rival demolitionists' in potency, but may exceed them in frequency. Fighting them in small halloween spawns is different than fighting them in notable numbers, so they might offer some tactical rethinking.

- Tuatha have pbaoe knockback, quicksand, AOE's and Fault... all the kinds of AOE movement-sensitive attacks that can reduce an AI-controlled pet's performance. Granted, the villains have been able to experience them (to some degree) during the winter event.

- The coven-- well, there's knockback pets in there that can do a number on your team... and they do tend to run (fly) a lot, so pet awareness will be critical lest you gather multiple spawns.

- Red Caps- I've seen many a mastermind let his pets go out of control in that winter cave's main room, to dire consequences. It isn't just the map. Red cap's high burst damage can bring a MM pet down fast, their tendency to move- and move fast- can make situational awareness challenging- and the MM Pets' tendency to do frequent bursts of light damage instead of fewer solid heavy hits almost guarantees that some of the red caps will get a chance to transform into their bigger cousin.

Again, none of those are anything a competent mastermind couldn't deal with, but many other archetypes could manage them BETTER and more effectively. Being just competent doesn't make you a god.

3) After that... well, you're mid-30's now. You'll be facing the vast amount of AOE attacks from Nemesis pretty soon (and ordering your men clear of the AOE self-destructs) along with the aoe-drain of the carnival. Again, both manageable, but again, you're more vulnerable than most other AT's to those things, so again. A good MM might be able to manage them, but a good non-MM could manage them BETTER.

That's a big difference.


 

Posted

Quote:
Originally Posted by Seldom View Post
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly*

Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
Good point. Just don't forget that Nemesis can also rapidly stack +tohit and +defense on nearby spawns for every lt. defeated, so your -2 and -1 pets can start seeming quite delicate against large groups of Nemesis.

i for one cannot wait to run the Sewers Trial with Masterminds on the team. To me that will be awesomely fun.


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Posted

Quote:
Originally Posted by Calash View Post
Oh no....

The horror...

A MM....running the sewer trial. On the catwalks of DOOM..
No, no, no... just imagine an MM team...

... doing the Statesman's Task Force!



For that matter, any of the Phalanx TFs... no more announcements of "Babbage about to spawn in Skyway". Nope, the MMs zone with the pets and WHAM, down goes Babbage.

And the Citadel Task Force? Now becomes "Go. Hunt. Let minions kill Council."

Michelle
aka
Samuraiko/Dark_Respite


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Posted

Also, who says they aren't going to move some of the currently villain only or currently hero only factions over to the other side? Rogue Longbow, Wyvern, and Legacy Chain scattered throughout, Scrapyarders in Skyway or Faultline or other places? That will help the balance as well.


 

Posted

Quote:
Originally Posted by Seldom View Post
Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly*

Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
I don't know. There are very few foes that have things like autohit burn patches and the like- masterminds can practically pick their missions to avoid them most of the time. The omission of that hero-side hardly turns them godlike.

And just because you can mitigate the issues of a weakness, that's still a vulnerability you have to address tactically- a vulnerability that other Archetypes don't share.

I think MM's will do nicely heroside, I just don't see them doing significantly better than any of the other archetypes that are doing nicely heroside... particularly not enough to call them gods.


 

Posted

Quote:
Originally Posted by Dark_Respite View Post
No, no, no... just imagine an MM team...Citadel Task Force? Now becomes "Go. Hunt. Let minions kill Council."
*shudders at 8 mastermind's worth of pets trying to cram through a council cave maps' tunnels*