Originally Posted by Eiko-chan
This is factually inaccurate. The actual attacks of the Mastermind themselves will be the single most damaging attacks available to the set; they only reason people can get by without them is because a) they're not playing the "tankermind"* style and b) there are six henchmen to pick up the slack.
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First Villain? What do i pick?
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So which MM attack does more damage then the assault bot burn patches, I guess I should respec.
If you slot it like you would actually slot an attack, Pulse Rifle Burst. Unless you're figuring the burn patch for multiple enemies all stuck in it, all delivered at once (none of which actually happen).
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Yes. What those links are showing is their "scale" damage, ie: the damage before modifiers. A Blaster has a ranged damage mod of 1.125 and a Corruptor has a ranged damage mod of 0.75. This means a Blaster will deal 50% more damage (before debuffs, Defiance, and Scourge) than a Corruptor.For example, compare the damage of Blaster Fire Blast to that of Corruptor Fire Blast (excluded the dot, but it has the same proportion).
Corruptor: 41.71
Blaster: 62.56
41.71 * 1.5 = ~62.56
[edit: Btw, to find the final damage of an attack, you'd take Scale Damage * Damage Mod * 55.61 (damage of a lvl50 entity with a damage mod of 1). The damage listed in the collumn on your link can be a bit off due to things like built-in crits, chance for damage (like fire dots), etc.]
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I've quite successfully played tankermind sans any of the attacks from the MM primaries, 75% resistance, Provoke or a health pool on par with tankers.
This is factually inaccurate. The actual attacks of the Mastermind themselves will be the single most damaging attacks available to the set; they only reason people can get by without them is because a) they're not playing the "tankermind"* style and b) there are six henchmen to pick up the slack.
... *"Tankermind" refers to a style of play that concentrates on getting enemies to attack the Mastermind directly, rather than diffusing their attacks over the henchmen. Generally, it requires use of the Provoke power (from the Presence pool) and direct attacks from the Mastermind, and utilises "Bodyguard mode" (when minions are set on defensive and react to their master being attacked rather than instigating combat), which effectively serves as (depending on how you look at it) either 75% resistance to everything, or a health pool on par with Tankers. |
My take on one solid reason to skip the attacks is that there are usually (If not "always") far more useful power choices you can make in your secondary. And I'm not sure you can comparatively describe the damage from your minions as merely "taking up the slack".
This can be, to a degree, a matter of play-style I'll grant, min/maxing of one sort or another (plus some people can't stand just standing around while their pets do the mayhem - my dark and storm Bots MMs still whipped out their Nemesis staffs nearly all the time), but I don't think you painted the picture as it is.
There is only one attack required for a Tankermind-- Provoke.
A Mastermind using its attacks isn't drawing much agro. In fact, it will have a hard time peeling agro off of its own pets.
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Even after the nerf my assbot burn patches nicely roast x8 mobs. Admittedly it is DoT but your secondary should help you keep everyone nicely inside the flames.
If you slot it like you would actually slot an attack, Pulse Rifle Burst. Unless you're figuring the burn patch for multiple enemies all stuck in it, all delivered at once (none of which actually happen).
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I admit my bots/ff slotted PRB and used it against runners, partially out of boredom. I don't remember 1-shotting healthy minions or anything, I do recall it being an end hog. Force bolt won me a LOT more fights via mitigation then PRB did with damage.
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I allow the possibility of no MM attacks and no Provoke, but Bodyguard Mode is the source of the large health pool or 75% resistance, so you have not played a Tankermind without those.
I've quite successfully played tankermind sans any of the attacks from the MM primaries, 75% resistance, Provoke or a health pool on par with tankers.
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However, Provoke, like all taunts, is an aggro multiplier (that, admittedly, adds a large aggro by itself.) It is more effective if you have attacks to multiply that aggro. That's not to say it can't be effective enough without them, but I can Tankermind for teams, not just solo. How many of you claim the same?
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Cool! Thanks.
Yes. What those links are showing is their "scale" damage, ie: the damage before modifiers. A Blaster has a ranged damage mod of 1.125 and a Corruptor has a ranged damage mod of 0.75. This means a Blaster will deal 50% more damage (before debuffs, Defiance, and Scourge) than a Corruptor.
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Edit: Actually, it probably gets more complicated with Scourge. I hadn't thought of that.
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I stand corrected on resistance, you're right about the use Bodyguard.
I allow the possibility of no MM attacks and no Provoke, but Bodyguard Mode is the source of the large health pool or 75% resistance, so you have not played a Tankermind without those.
However, Provoke, like all taunts, is an aggro multiplier (that, admittedly, adds a large aggro by itself.) It is more effective if you have attacks to multiply that aggro. That's not to say it can't be effective enough without them, but I can Tankermind for teams, not just solo. How many of you claim the same? |
I find (on my storm and dark) MMs that taking agro is really pretty easy with the AoE slows and such, nothing like a Tar Patch to draw agro.
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Drawing alphas, maybe. Is that what you're talking about?
I stand corrected on resistance, you're right about the use Bodyguard.
I find (on my storm and dark) MMs that taking agro is really pretty easy with the AoE slows and such, nothing like a Tar Patch to draw agro. |
That's a pretty good way to play a Tankermind, really, because alphas are the source of most of the danger of quick death, and MMs are pretty good at taking alphas. In a all-ATs villain team, the MM really should take the alpha, while the Brute then tries to take the aggro after the alpha. It's an odd design to those that play blueside, but really seems to be how the ATs were originally designed.
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/disagree
In a all-ATs villain team, the MM really should take the alpha, while the Brute then tries to take the aggro after the alpha.
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The MM should take the alpha of the first group in a room while the corruptor debuffs and decimates the second. As this happens, the dominator locks down and eats the spawns in a different hallway while the brute charges forward, aggroing a few enemies from each of four spawns on the way to the boss.
In the meantime, the Stalker might have killed a pesky lieutenant.
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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Maybe if it was you and me teaming, Dechs. Not everyone plays at our level, though.
/disagree
The MM should take the alpha of the first group in a room while the corruptor debuffs and decimates the second. As this happens, the dominator locks down and eats the spawns in a different hallway while the brute charges forward, aggroing a few enemies from each of four spawns on the way to the boss. In the meantime, the Stalker might have killed a pesky lieutenant. |
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You're too kind. That only holds true when I'm playing the MM.
Maybe if it was you and me teaming, Dechs. Not everyone plays at our level, though.
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So far, as a brute, dom, or corruptor, I've been nothing but complete failure. That's with a SS/WP even. I'm hoping I do better with my claws/dark project.
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.
Well, I've got the Corruptor (Fire/Dark) and Brute (Elec/Shield) to do it, and know a guy in my VG that can cover the Dom, so I think we can still pull it off. (I used to know a guy that could do amazing things with a Stalker, but he left for CO. )
I loved the villainous feel of Masterminds, and it's become my second favorite AT in the game.
BTW, I always take at least one MM attack. My pets are good, but I'm not a slacker. Plus, 6 people attacking are better than five.
My MM's Seeker Drones take the alpha nicely and I don't lose any HP while they do their thing. If I'm playing my Brute, I don't wait for the MM, I leap into the middle of the spawn and unleash AoE hell to get the mobs to focus on me and thus build fury. If I'm playing my Dom, I lock down the spawn and start roasting it before the brute or MM can get there. Only my Corruptor lacks the tools for dealing with big alphas (he's a Fire/Kin); on him I wait for the Brute to get the spawn good and angry, then heal him if necessary and Fulcrum Shift him to his massive damage cap. Good times.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
Not every MM is /Traps (though I'm not sure why not), Sardan, and not every Brute has the IO'd mitigation to take alpha + sustained damage output from large spawns.
But of course. It was my indirect way of saying "different strokes for different folks". The cool thing about all the different ATs available is that no matter what your preference, you should be able to find something that matches your tastes.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.