Secondary with the most skippable powers?


Adeon Hawkwood

 

Posted

I'm enjoying playing a Mastermind, especially now that I've figured out a way to control my pets in a way that works for me, but I'm not really too thrilled about the secondaries. Many of them seem to be for those who like to be constantly doing stuff like buffing and healing (two things that I've never been very good at).

Anyway, my question lies in my decision to make a Demon Summoner, and my liking of nearly every power in that set, particularly the whips, which work with my usual melee-focused playstyle. I guess I'd be more inclined to be a "tankermind", so having almost every Demon Summoning power, as well as powers from the Flight pool (or other travel pool), the Fitness pool, the Fighting pool and the Presence pool, leaves me with little space left for a secondary.

So which secondaries have the fewest "must haves", so I don't feel like I'm skipping something that's important?

Thanks in advance


 

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Well Force Field is the obvious one. A FF character with 4 powers (PFF, the two shields and Dispersion Bubble) provides the defensive benefits of the set which is the big thing. The other powers in FF are nice but you can probably manage without them. However having to recast the small bubbles every 4 minutes sounds like the sort of thing you will hate.

With that in mind I would actually recommend Traps. The powers are almost all fire and forget powers with long recharges (Web Grenade is the exception but you don't really need to spam it much) and the nature of the set encourages close in play rather than hanging back so it sounds like it will fit with your style.

You have to take Web Grenade and will definitely want Acid Mortar and Force Field Generator. Other than that you can probably survive without the other powers but I'd recommend taking some of Triage Beacon, Poison Gas Trap and Seeker Drones if you can find any way to fit them in.


In general though one thing I'd recommend is looking at the more debuff-based secondaries. Dark, Traps and Storm are all focused on debuffing your foes rather than buffing your allies and as such encourage a very different play style to the more buff-based secondaries that you will probably find suits you a lot more.


 

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I'm familiar with Storm and Traps, and I've never been able to get them to work with past Masterminds (or in the case of Traps, at all). I might try them again with different strategies, or I might attempt something different and see if my playstyle can adapt.


 

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Originally Posted by SuperFerret View Post
I'm familiar with Storm and Traps, and I've never been able to get them to work with past Masterminds (or in the case of Traps, at all). I might try them again with different strategies, or I might attempt something different and see if my playstyle can adapt.
In that case I'm really not sure what to suggest. The Mastermind Secondaries are buff/debuff sets so whatever you select you're going to have to do some buffing/debuffing unless you want to completely ignore your secondary. The reason I suggested Traps is two fold, first the powers are mostly on 90+ second recharge so you can just use a couple and then ignore the set until the next spawn and secondly because Traps works well in melee range which is sounds as if you enjoy. For example Poison Gas Trap is pretty bad if you place it and then try to draw enemies over it but if you jump into melee gather them round and THEN use PGT it works wonders.


 

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Agree that FF seems to have the most skippable powers. Force Bolt is forced on you at level 1, and then the two shields and dispersion bubble and you are set.

Not sure what's hard to figure out about /Traps. 1. Run at mob. 2. Toe bomb. 3. Pets murder everything. 4.Profit!


 

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Originally Posted by Adeon Hawkwood View Post
In that case I'm really not sure what to suggest. The Mastermind Secondaries are buff/debuff sets so whatever you select you're going to have to do some buffing/debuffing unless you want to completely ignore your secondary. The reason I suggested Traps is two fold, first the powers are mostly on 90+ second recharge so you can just use a couple and then ignore the set until the next spawn and secondly because Traps works well in melee range which is sounds as if you enjoy. For example Poison Gas Trap is pretty bad if you place it and then try to draw enemies over it but if you jump into melee gather them round and THEN use PGT it works wonders.
OH!

See I was trying to lure people to it, like it's a trap. But I'll have to revisit it when I get there. I made a Demons/Traps, and it's looking fairly good so far.


 

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It's even safer when you get Seeker Drones. Just summon them right into the spawn. They last a couple of seconds, take the alpha, then explode with some nice debuffs. Perfect lead in to toe-bomb Poison Trap and Acid Mortar. All 3 just happen to have the same recharge time too...


 

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Quote:
Originally Posted by SuperFerret View Post
OH!

See I was trying to lure people to it, like it's a trap. But I'll have to revisit it when I get there. I made a Demons/Traps, and it's looking fairly good so far.
There are many ways to play it, but Traps is very effective if you strike in their midst. I recommend you grab Superspeed and stick a Celerity:Stealth IO in it for some active mobile invisibility. This will allow you to zoom into a group, drop Poison Gas Trap and Acid Mortar in relative safety, then move out again to a better position. The mobs will be spreading their alpha attacks around between your Force Field Generator trailing behind you, the Mortar, your pets, or Seeker Drones if you fired them off.

I usually anchor the pets just out of agro range of the mobs prior to striking so they take less of the alpha, but jump to when the action starts.

(I deleted a bots/FF mastermind twice before making finally him into a bots/traps...have never looked back. FF is incredibly boring and I recommend it only for extreme tankerminding.)


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Quote:
Originally Posted by Sandolphan View Post
(I deleted a bots/FF mastermind twice before making finally him into a bots/traps...have never looked back. FF is incredibly boring and I recommend it only for extreme tankerminding.)

Just to defend Bots/FF, which I love, I find Bots/FF to be an extremely fun and effective *teaming* build that can also solo effectively. Yes, it's slow solo, but easy and safe.

On a team, it'll turn the team into a monster as you practically prevent all damage. And its "low maintenance" nature means you can concentrate on managing a large group of pets, teammates and enemies effectively without being overwhelmed.

I also have a Thugs/Traps which I agree is more interesting to solo. I just don't solo Bots/FF as much, I look for big teams.


 

Posted

Quote:
Originally Posted by Sandolphan View Post
(I deleted a bots/FF mastermind twice before making finally him into a bots/traps...have never looked back. FF is incredibly boring and I recommend it only for extreme tankerminding.)
Quote:
Originally Posted by gameboy1234 View Post
Just to defend Bots/FF, which I love, I find Bots/FF to be an extremely fun and effective *teaming* build that can also solo effectively. Yes, it's slow solo, but easy and safe.
He said it was boring, not that it wasn't effective. And that was my experience as well. My first villain was a Bot/FF MM. Very effective and became an AoE monster after the second pet upgrade. But boring as hell. He's stalled at lvl 40. For me, it really came down to how boring FF was.

On the other hand, my Thugs/Traps is a ball to play because Traps is a more active secondary. For me, it's a better fit. More fun.

But that's the beauty of this game, right? We don't all have the same tastes, so there's a plethora of powersets to choose from.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.