Masterminds - write some guides!
I'm sorry, but what has changed that makes new guides necessary? Certainly there've been a few new additions, but I can't think of much that would invalidate the aforementioned "old" guides.
...or were you hoping for a demon/thermal/recent IO take? I'm sorry, but your request seems pretty broad.
My Bots/Traps guide:
1. Pick all three summons and both upgrades.
2. Pick some other powers.
3. Add some slots.
4. Go solo anything.
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.
MM's really arn't too complicated when you get down to things.
All you really should need is basic pet slotting (Usually very similar across all primaries) and a bit of description about the secondary powers in which you can look at any guide with that power in and be able to slot how you think it should (As guides are to guide rather than say exactly how you should slot/play)
If you are really lost and have no clue how to slot or which primaries go with which secondaries you can always look at/make a thread with what you think you'd like and get help patching up any slotting issues.
Honestly not a lot has changed since then. A few primary and secondary sets were added.
Granted most of them could use an update for IO set suggestions.
We'll probably need some new guides when I19 hits and the Fitness pool becomes inherent. Anyone who's itching to update a guide, I'd say wait until then.
IO Sets will need to be re-planned then, too. I have no Stamina and a ton of +Recovery in sets, so that build will likely change completely.
Maybe when they introduce new commands.
"When heroes fail, the Angels will save you."
MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE
Lazy, lazy masterminds want to keep all of the good info to themselves it seems.
OK, the last time I played coh (if I recall correctly) masterminds could not be /thermal or /pain. Nor were there any Demons... I think "Thugs" had just been released. If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do.
Specific Questions:
I just made a necro: why can I slot heals in my zombies? What does that do and would I want to?
Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that?
Lazy, lazy masterminds want to keep all of the good info to themselves it seems.
OK, the last time I played coh (if I recall correctly) masterminds could not be /thermal or /pain. Nor were there any Demons... I think "Thugs" had just been released. If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do. Specific Questions: I just made a necro: why can I slot heals in my zombies? What does that do and would I want to? Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that? |
I dunno why your zombies are giving you problems, mine path a bee line to whatever I tell them to and destroy, destroy, destroy. Try using Gotos? Also, be aware some geometry makes pets go insane (fences, for example), so melee pets who have to traverse it may hang up, so use Gotos and planning to avoid.
53 Bots/FF/Mace Mastermind | 53 NRG/FF/Electricity Defender | 50 Time/Dual Pistols/Soul Defender | 50 Demons/FF/Mace Mastermind | 51 Necro/Dark/Soul Mastermind | 50 Thugs/Time/Mace Mastermind | 50 Ice/Ice/Arctic Tanker | 50 Plant/Rad/Earth Controller | 50 Illusion/Trick Arrow Controller | 50 Gravity/Force Field Controller
Yes, I like Force Fields.
/dark guide
1. slot for -tohit where possible
2. avoid Black Hole
3. try to perma HT, and use it often
4. slot TG for Acc Healing
5. Slot TP for recharge - don't over slot
http://www.scene-and-heard.com/cov/covsig.jpg
If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do.
Specific Questions: I just made a necro: why can I slot heals in my zombies? What does that do and would I want to? Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that? |
As your specific questions have been answered already, my question is what does your specific questions have to do with the secondaries anyway?
Honey works better than vinegar mate, no matter how many smilies you use.
Feel free to pm me any storm or traps questions in relation to mm's.
Lazy, lazy masterminds want to keep all of the good info to themselves it seems.
OK, the last time I played coh (if I recall correctly) masterminds could not be /thermal or /pain. Nor were there any Demons... I think "Thugs" had just been released. If this were a dynamic forum with lots of interested people I'd think we would be able to find a few secondaries guides. Currently there are secondaries guides for *only* /pain, /trick arrow and /poison. There are no secondaries guides for /dark, /thermal, /traps, /FF or /storm. Just saying. Also, only a really really lazy forum would collectively reply: "just go to the Defender/Corruptor forum" because those AT work totally differently and have different *needs* for powers than MM do. Specific Questions: I just made a necro: why can I slot heals in my zombies? What does that do and would I want to? Also - how is it that other pets can reach their targets but the zombies are apt to run around in circles constantly when I tell them to attack and can't seem to path very well? What's up with that? |
It also specifically answers your Heal question.
The only real thing which has changed for Necro MMs since this guide was written was the fact the pet upgrade powers became AOE.
There are also plenty of threads in the forum about Necro/Dark, including details on viable Necro/Dark strategies (I know because I've posted into them myself).
http://boards.cityofheroes.com/showthread.php?t=238165
The MM forums are absolutely FILLED with threads from people asking how to build this or that... looking for information. My suggestion is that a few 50 masterminds take 30 minutes or so (each) to write a few guides to help out the noobies. I make this proposal and get a lot of static. Fine... not my problem... but it isn't just about "extrapolating what a buff/debuff set means for my pets". I'd like to know how the a set is going to perform at 50. How about at 32+? How about from 0-32? It's about taking and slotting a useless power so that a certain important enhancement can be fitted into it. There are plenty of subtleties involved with training, slotting and perfecting a toon. Now collectively the MasterMinds could save themselves a ton of time by writing a few guides... but they seem to prefer to answer thousands of individual posts from users who have questions. I know which *I* think is easier but I've been harrassed for suggesting it.
Which pretty means I'm not coming back to this forum. |
If you think writing a decent or half-decent indepth guide takes 30 minutes you're sorely mistaken as well.
The MM forums are absolutely FILLED with threads from people asking how to build this or that... looking for information. My suggestion is that a few 50 masterminds take 30 minutes or so (each) to write a few guides to help out the noobies.
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I don't know about you, but if I'm going to write a guide, I'm going to make sure I know my stuff inside and out. Many people don't feel they know enough for a full guide. The number one human fear is public speaking, which is likely because people don't want to look like a fool. Many knowledgeable players aren't comfortable putting out a guide for fear that someone may disagree, or worse, they're just wrong.
Answering questions in ones and twos is easy. You can say "Hey, in my experience, X helps." It looks a lot better, and safer, than "I know everything there is about the combo, so I'm going to tell you how to make it work."
You can't make people volunteer to write guides.
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.
The MM forums are absolutely FILLED with threads from people asking how to build this or that... looking for information.
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Use the search button.........it's a helluva lot quicker than looking for a guide and doesn't require the guide writer to read your mind.
Good guides are very difficult to write. There's a damn good one being written on the defender forums right now, and it is taking him months to write it, and that's on just one powerset. Any guide really worth writing isn't going to be done in 30 minutes. Not even close.
The information is out there. Instead of waiting for a guide to be written for every possible combination, with every possible detail included, you could just take a very small amount of time and use the search button.
That's my advice to all new players: use the search button. No use waiting for someone else to catch your fish for you. If you can't learn to catch the fish yourself, then a genre such as an MMO, which is notoriously short on documentation, isn't the right one for you.
Even though we've pointed out the specific guide you were asking for and the fact that even though they might be from i8 or whatever that they are still pretty much valid and there hasn't been any real changes since then.
If you think writing a decent or half-decent indepth guide takes 30 minutes you're sorely mistaken as well. |
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.
The differences are worth noting, but not overly significant. A /Dark Mastermind might use the heal more as a debuff than as a team heal, but I still slot mine with healing IOs. If it's really necessary to use it as a heal, I just have to remember to go hug the person I want to heal, and hope they don't move while I'm casting it. As for the Dark Servant, it works exactly the same as the Defender version, other than the recharge. So most of the same slotting advice applies - adding damage is still pointless, because it basically doesn't do any. The only difference is you might want to make more of an effort to add +recharge, and that you'll probably only want to call it for difficult targets.
Most of the other shared sets aren't even as different as Dark Miasma. As far as I know, most of the rest just have slightly different values for their base buff/debuff numbers. Again, any other difference in how you'd use them is a factor of simply being a Mastermind, not a difference in the powers themselves. For example, a solo /Pain Mastermind can get more use out of the +regen powers than a solo /Pain Corruptor, because of Bodyguard mode. Any damage you take is spread throughout all your pets, and then the regen goes to work.
The other example would be the various Revive Ally powers, which simply don't work on your pets. If you're planning to team a lot, they can still be useful. But with the ability to convert Inspirations, such powers really aren't essential. (In fact, the last time I teamed with someone who had taken all the /Rad powers that need a defeated team mate, he had to keep begging people to stay down long enough for him to actually use them.)
Anything else of note has probably been covered in those ancient guides, and hasn't really changed. Bots still throw forcefields and knockback pulses at everything in sight. The Arsonist is still suicidal, and Enforcers still have a weak version of three of the Leadership powers that will stack with any defense provided by the player character. About the only major thing that has changed is that the Buff Pet powers cost more endurance, and have an AoE effect. So you'll want to throw in a single Endurance Reduction, rather than recharge.
I think cross-referencing from other power sets is a bit dubious. There's often very significant differences; a /dark MM does not play the same as a dark/ defender. (For instance, smaller radius on the heal, and no out-of-the-box permafluffy.)
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Your example, for instance.......it is easy to see, numerically, that there exists a difference in the size of the radius between the two ATs, or that the recharge value is different.
While looking at a guide for a dark defender may not shed light that masterminds are different, looking at such a guide and looking at the radius in game certainly does. Cross referencing guides is but one tool to use to learn how certain sets will play.
What it doesn't require is a dedicated Mastermind guide for a proliferated set. Before the actual numbers were available, that was the case, but it certainly is not anymore.
The guides in the sticky are ancient, outdated, and most guides for a specific */* are not present and there are few, if any, guides newer than issue 9 or 10.
Seriously.