After Set's MM damage way below other AT's


BenRGamer

 

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After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage? I wont even get into INSP use also not affecting pets.


 

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Use inspirations on pets...They work that way.


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Originally Posted by Mazdryk View Post
After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage? I wont even get into INSP use also not affecting pets.
Insps do affect pets..simply drag and drop the inspiration onto your pet.


 

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Originally Posted by Mazdryk View Post
After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage?
You're forgetting your non-pet powers. Global recharge may not make the bots attack faster, but it'll let you put down two Acid Mortars at once, or stick Forge on all six pets, or call out Gang War more often. Defense, regen, and HP bonuses won't affect your pets directly, but will let you play a "tankermind" style that makes those pets survive longer. Damage buffs won't help you much, true, but they're generally not strong enough or common enough to help anybody.

Honestly, if you're seeing damage numbers way below that of other ATs, I'm wondering if there's something wrong with your build or playstyle.


 

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Most MM secondaries have long recharge powers that really benefit from extra recharge. /Dark can drop more Tar Patches and Howling Twilights (plus having Fluffy out all the time), /Traps can drop more Acid Mortars and Poison Traps, /Storm can toss around more Tornadoes and Lightning Storms while having Freezing Rain up every fight, /Trick Arrow can... well, shoot all the various trick arrows more often, and so forth. Set bonuses can also make the Mastermind a lot more survivable, which can help the pets stay alive (Tankerminding) or help focus damage by needing fewer pets in Bodyguard mode (leaving the most damaging free to be directed to attack specific targets). MMs may not be able to boost the pets themselves much with IOs (aside from the defense and resist auras), but being able to use their buffs and debuffs more often can be just as good. Unless you're /FF, in which case you trade the ability to boost your damage for the ability to pretty much not ever die.


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Quote:
Originally Posted by Mazdryk View Post
After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage? I wont even get into INSP use also not affecting pets.
MMs get to do other things while pets are beating on their foes.
That can include laying down debuffs/buffs, healing, or even using attacks.

Most MM combinations are amongst the best soloists in the game. Many can take on GMs. Set bonuses not affecting pets is irrelevant since it means you can slot for other things than accuracy and damage set bonuses - MaxHP and Recharge in particular tend to be very helpful for most MMs (The Primary Sets all have at least one power that is helped by +recharge, most secondaries have multiple powers. Even Forcefield).

Aside from this, there are many Proc IOs that are helpful to pets - Three Standard Pet Procs, Two Recharge Intensive Procs, a Purple Pet Proc, plus any extra "Chance for Damage" Procs that pets can take such as those in the Slow, Defence Debuff, ToHit Debuff or Knockback sets.


 

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Quote:
Originally Posted by Mazdryk View Post
After other AT's start slotting global recharge/damage they start doing way more damage than a MM. What is our way to counter this since set bonuses dont effect our pets which is our main source of damage? I wont even get into INSP use also not affecting pets.
Well, when Scrappers start being able to solo Giant Monsters like MMs can, I'll start to care that they can do more "damage."


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Originally Posted by Dechs Kaison View Post
Well, when Scrappers start being able to solo Giant Monsters like MMs can, I'll start to care that they can do more "damage."
Minor technicality: don't most GM-soloing MMs have -regen powers (typically from Traps)?


 

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/Traps, /Poison, /Dark, /Therm, even /Trick Arrow has -Regen


 

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Originally Posted by BenRGamer View Post
/Traps, /Poison, /Dark, /Therm, even /Trick Arrow has -Regen
Which leaves FF, right? Any I'm missing?

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Originally Posted by Eiko-chan View Post
Minor technicality: don't most GM-soloing MMs have -regen powers (typically from Traps)?
Yeah. So while the majority of masterminds have the potential to solo GMs, zero scrappers or brutes can.


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.

 

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Quote:
Originally Posted by Dechs Kaison View Post
Which leaves FF, right? Any I'm missing?
Pain Dom and Storm also, lack -Regen.


Global = Hedgefund (or some derivation thereof)

 

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I honestly haven't seen a need for Masterminds to DO more damage.

Keep in mind that other AT damage usually follows a steady levelling curve, growing higher in increments as additional attacks are added to the selection. Once you have saturated your attack chain, it doesn't get THAT much higher, but you can still take stronger attacks to replace weaker attacks in the chain. (Particularly on those ATs that get attacks in their secondary)

MM damage goes up at 6, 12, 24, 26 and 32. With HUGE jumps at 12, 26 and 32. (There is also a jump at 22, as with all ATs, when SOs first become available. So the whole rise from 22 to 26 is very large) So the typical levelling curve doesn't apply. Masterminds gain damage very slowly from 1 to 22, and then from 22 to 50 they gain it very rapidly, eventually ending up at about the same place as other ATs.


 

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Assault.


 

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My mid-30s mastermind can run at +2/x3 while I'm not actually paying attention; just walk up to a spawn, drop a trap, read a book.

None of my other characters are close to that.


 

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Originally Posted by _Klaw_ View Post
Assault.
Not to mention Painbringer/Fortitude and Forge can be used by a Mastermind on his pets, but not by a Defender or Corruptor on himself.

However, I think the OP was referring to how IO Sets only effect the caster and not the pets. Although, of course, there is Soulbound Allegiance, not to mention the Def and Res auras and Taunt/Placate protection from Pet Sets.


 

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Originally Posted by Dechs Kaison View Post
Well, when Scrappers start being able to solo Giant Monsters like MMs can
You mean like each of the buff ATs, including Defenders, can?

When MMs are the easiest farming AT like Scrappers (or Fire Kins, or whatever), that sort of argument would make sense. GMs are cool but they are a novelty, not much of an advantage.

They can use sets to benefit their secondary and tank, but I think it's fair to say no AT gains less from sets. That's OK because they probably are the best with just an SO build. At the peak or even a relatively expensive but not peak build, Scrappers and Brutes get crazy, while most of the rest of the ATs catch up to each other.

And honestly the only factor in GM soloing that counts out Scrappers is a single power type, the regen debuff. If you had a duo of a buffer doing nothing but hit them with howling twilight, plus the actual 'soloer,' the Scrapper would probably be the most effective AT to do everything else.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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Originally Posted by ChaosExMachina View Post
They can use sets to benefit their secondary and tank, but I think it's fair to say no AT gains less from sets. That's OK because they probably are the best with just an SO build. At the peak or even a relatively expensive but not peak build, Scrappers and Brutes get crazy, while most of the rest of the ATs catch up to each other.
They gain no less from sets than Tanks. At this point, tanks have more than enough survivability for anything, and yet the easiest thing to gain from IOs is survivability. There is very little that can be done to increase damage output.

Likewise with an MM, you can add +HP, +regen, and +defense until you won't ever realistically die. You can add +recovery so that you can run more team toggle powers more often. MMs still benefit from more recharge, as they will be able to use their debilitating debuffs more often.

There is a fundamental problem with IO bonuses. Sure. But it's not unique to MMs.


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.

 

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Tanks gain as much as anybody else, offensively, proportionally, from sets, due to recharge. Though they are probably the next least AT in that department, since everybody else gains enough defense to perform qualitatively more aggressive techniques.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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Originally Posted by ChaosExMachina View Post
And honestly the only factor in GM soloing that counts out Scrappers is a single power type, the regen debuff. If you had a duo of a buffer doing nothing but hit them with howling twilight, plus the actual 'soloer,' the Scrapper would probably be the most effective AT to do everything else.
Ah... but that'd not be soloing then, would it?

If you had a duo of a Damage Dealer doing nothing but hit them with their attacks, plus the "actual soloer", the MM would come out on top. Or if you had a duo of a Tanker doing nothing but taunting, plus the "actual soloer", the MM would come out on top.

You're effectively saying "if you discount the reason Scrappers can't solo GMs, then Scrappers could solo GMs".

And even then... MMs have a lot of other buffs and debuffs to fall back on than just -regen. Take the Bot/Traps, as a somewhat famous example: aside from the hefty -regen, they have better mitigation than most Tankers, and although they have a heck of a lot of -regen in Poison Trap, they also have stackable -Resistance (to the order of over 60%, at endgame) in Acid Mortar. And even extra Damage Output in "Trip Mine"... which due to their +defence, they can "toebomb" during combat.

It's not just Traps either. All the other secondaries except FF have resistance debuffs, and some have the means to buff their Pets Damage too (think "Forge"). That certainly puts MMs in the same damage ballpark as most Scrappers.


 

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Originally Posted by Dechs Kaison View Post
Which leaves FF, right? Any I'm missing?



Yeah. So while the majority of masterminds have the potential to solo GMs, zero scrappers or brutes can.
At least... at the moment. If we're really getting a -regen incarnate power things are going to get mighty silly.


Be well, people of CoH.

 

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Originally Posted by Bill Z Bubba View Post
At least... at the moment. If we're really getting a -regen incarnate power things are going to get mighty silly.
It really boils down to the fact that our "hard" content is entirely based on the same single mechanic - lots of health (and lots of regen that comes when you have lots of health). Our "endgame" is a giant one-trick pony, and anyone with a debuff set has the tool that counters that one trick.


 

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Thing about Incarnate powers is... they don't scale below 50.


 

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Originally Posted by BenRGamer View Post
Thing about Incarnate powers is... they don't scale below 50.
Neither does soloing AVs, in most cases.


 

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Originally Posted by Maelwys View Post
doing nothing but hit them with their attacks, plus the "actual soloer", the MM would come out on top. Or if you had a duo of a Tanker doing nothing but taunting, plus the "actual soloer", the MM would come out on top.
Actually, you would do better with a defender and a corr respectively.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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We don't need incarnate -regen powers do we, when we already have the crafted temp power envenomed dagger?


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