Why do I dislike Masterminds more and more?


Arbegla

 

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Originally Posted by Jibikao View Post
I actually have conscience when I play games. When I know I am not contributing much, I feel guilty.
So, when fighting an AV/GM you feel you can't contribute cause they can quickly kill your henchmen? What about your secondary? AV fights are suppose to be tough. They are suppose to require everything your party can scrape together. And the newer ones do a better job of that IMO.

If your a X/Poison for instance, your secondary is very valuable. Aside from a spammable -regen power, you get something that's rather rare. You get -buff. Nuking the ability of Romulous to be healed for instance can be a very big thing. Then slap your debuffs on the nicuts mayhaps. Now you not only nuked Romulous's ability to be healed, but the nictus ability to heal others. Does the AV have def or resist buffs? You'll have nuked it's ability to buff it's self with those powers. That's before def debuff enters play mind you. It's things like this that are why /poison is so freaking nasty in PvP. And an AV killer.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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One problem is other players will not pick you up.. I always make sure I say. " Robot Traps.. Def Cap.. Tier 2 Alpha slotted MM looking for XXXX "

I Feel I need to sell myself because players otherwise would rather get someone else.. I seen this first hand with Tin Mage. It was only after I got on another Tin Mage team and the original player was still looking that he decided to ask me. He just ignored my tells and then quit his original team to get on the team I was on.. Go figure..

Pet AI broken and no fix in sight.

You need a decent secondary to get in invite sometimes also.. Any healing type usually get a play because you can heal. Trap has some nice Debuffs all around. Poison is okay, but its just single target. You can have several AOE debuffs do the same as poison or a bit less if anything, but no team really gets into that type of mind set. They know they need debuffs and will take whatever comes along debuff wise. Nothing in this game is that tough, including apex and tin mage that you need some sort of special or specific debuffer.

But I need to tell people when asked.. I'm defense capped without my pets.. I do not need my pets to obtain defense cap. Some players are smart to know and ask. Again more silliness for a mastermind, because players don't know sometimes or understand.

Unlike powers other powers, these powers have a LONG casting time.. Because even after summoning the pets are not really ready to go. I have had pets die during summoning. I can't even target them for upgrading, but NPC attacks can..

On certain missions I'm golden. I can do it all. But on others OMG it can be a pain in the back side.. But my Traps AR Defender with Tier 2 Damage and Defense Debuff Alpha can handle it all. He is better then my Tankermind. And no issues with trying to summon pets. Add in the ancillary powers he never runs out of endurance unless I'm just not paying attention.

Personally I really, really don't think the devs can really fix them. I don't think they have the patience or the time to rework the AI to the way they wanted or should say the way it should be..

Masterminds and Stalkers are just going the way of the dodo.

I pretty much use my robot traps to solo and get AE tickets.. Villain merits and such. IF I get an invite to some TF I take it.. Other then that I do not going looking for them anymore since I have been Alpha slotted. I get shards as I do my missions now.

My robot FF is still hanging around by the market holding stuff. Until I get the stomach to respec him.

I just have too many toons that require LESS Work to play that can do the same thing I can with my Masterminds. I look at Masterminds more as cool look factor and for concept builds. Especially my Traps with all the gadgets and such.

Again I am only talking about a specific build limited to a few sets within the Mastermind builds.. Otherwise your pretty much in the same boat as some other AT types, relying on a team just to run 0/8 missions.

I'm just regurgitating the same stuff all over so I will stop..

All AT types should be as wanted as Kinetics and as good as Traps.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

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Originally Posted by PumBumbler View Post
1. Pets are no longer affected by recharge, plus or minus. This was a big whack against MMs, could be because they've been toying with some way to get kinetics ported over to MMs via powerset proliferation?
I doubt it, due to it lacking tools to keep your pets alive /kinetics would have been a marginally playable set for Masterminds even before the Great Recharge Nerf. I wouldn't both making one unless the Mastermind version of /kin was seriously changed and buffed for them. /Kin is hard to port because it is too weak for an MM, not too strong.

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Originally Posted by Dispari View Post
The recharge thing is kind of a necessary evil. It causes bad AI issues. What would you rather have, pets that can't improve their attack chain, or pets that for some reason only use one power in their attack chain because their recharge is too high and they get confused? Randomly activating various attacks with some delay is better than only using Head Splitter and nothing else.
AI issues were at most a side issue; Castle admitted at the time the change was to stop things like Lightning Storm and Fire Imps from overperforming.

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Originally Posted by Dispari View Post
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Originally Posted by Hot_Head_Mike View Post
They screwed up masterminds when Demon Summoning came out. Stick to a melee predominant set of pets.
Screwed up how?
Demons being implemented has been blamed for whatever AI changes causes pets of every type to now run into melee, even those without melee attacks like Phantasm.


Arc #40529 : The Furies of the Earth

 

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Since I run ninja masterminds, I'd say it's a Good Thing pets are going into melee. My bruiser also learned how to enter melee instead of just Chuck Rock. The rest of the thugs are no more or less suicidal then they had been. Curse you Arsonist trying to punch the rikti swordsman boss!


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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Originally Posted by Dispari View Post
The recharge thing is kind of a necessary evil. It causes bad AI issues. What would you rather have, pets that can't improve their attack chain, or pets that for some reason only use one power in their attack chain because their recharge is too high and they get confused? Randomly activating various attacks with some delay is better than only using Head Splitter and nothing else.

I don't think MM pets should be allowed the one-shot code. That would arguably allow an MM to get by the one-shot code 7 times or more. Pets dying can be annoying but... it happens.

Pretty sure level shift already works with MM pets. In the first mission of the incarnate arc you're shifted to +10. Your pets still con at the correct colors. If they didn't, they'd all be gray.

I don't think sets should apply to pets (they already get super powerful pet set uniques; can players get +20% RES vs all?). But I do think RIP sets should be available for all MMs. Right now they're only available to half. If the idea is that MMs shouldn't get those particular sets then why were Thugs and Demons designed to be able to slot them? It's not like those sets have survival issues and need them. If that was the case, Ninjas and Mercs would have them. If anything there should be more pet-applicable bonuses, not give everything to pets.

I also don't know about the speedrunning thing. Who speedruns TFs anymore with shards to get?
The AI issue shouldn't be the reason to nerf recharge on pets. Fix the AI instead of masking it, because even with the recharge nerf the AI still is broken.

The one shot code on the MM won't be affected by the pets not being one shotted.

That level shift mission in the incarnate arc isn't quite as indicative of what the final incarnate stuff will be like. It implies that the 10 incarnate buffs are filled out when they're not even close to determining what is really there. Look at your own buffs in the mission and you'll find that it's all a big hack. You can't even take *any* damage in that mission. Your MM pets are covered in that too just to make you feel like an incarnate, but it isn't even close to what the full incarnate system will be like.

Not granting any buffs from the non pet IO sets means that MMs miss out on a significant portion of the IO system. Since most damage from MMs comes from pets not allowing any bonuses to damage/recharge/accuracy/procs from generally slottable sets is a huge loss to MMs.

I agree that more sets should be applicable to MMs pet sets. They are unevenly available to the different power sets.

People speedrun more than you think, regardless of whether you think it is efficient for shards or not.

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Originally Posted by Madam_Enigma View Post
This was a simi-nerf and partial buff. They removed henchmen being affected by recharge buffs/debuffs because of their screwy AI. With too much recharge they were doing stupid things...
They still do stupid things, even without the recharge 'fix'. The recharge nerf that was applied was originally stated to 'fix' the MM issue, then they took that back and stated that it wasn't for MM pets, it was to nerf Lightning Storm and other non MM pets.

However, fixed or not, there's no getting around the fact that pets are great up until the high end game, where they suffer greatly after that. While it's OK for imps and jack frost to get beat up/one shotted or last less than 5 seconds in the late game (even though it is a tier 9 primary for trollers >.>), when MM pets last that long it makes the MM a weak defender. For an AT that is supposed to be the tanker of the red side, there isn't much that the MM provides to a late game team that other ATs do much better, solely because the late game makes it pointless constantly spawn pets just to watch them wither.

A good example of this is during the LRSF when Statesman starts going nuts with his Zeus Lightning. The AoE is so huge on that that there's no real point to strategy for melee based MMs. The pets are pwned faster than you can summon them.

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Originally Posted by Arbegla View Post
MMs are already pretty overpowered in the right hands. the problem is, there aren't that many people that know how to correctly use masterminds.

I wouldn't mind a global 15% AoE def inherent added to all mastermind pets. That way its not overly bad, and make it unenhanceable, so you can buff it. That'll basically knock out 1/3 of the AoE attacks as base, and with things like /traps or /FF you can really boost that defense to high rates.
Your first paragraph is entirely at odds with the second. The devs wouldn't buff a powerset because it is overpowered.

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Originally Posted by Obscure Blade View Post
I doubt it, due to it lacking tools to keep your pets alive /kinetics would have been a marginally playable set for Masterminds even before the Great Recharge Nerf. I wouldn't both making one unless the Mastermind version of /kin was seriously changed and buffed for them. /Kin is hard to port because it is too weak for an MM, not too strong.
From http://www.cityofheroes.com/news/gam...rainstorm.html

"Finally Masterminds get access to the Storm Summoning... Yes, yes, I know a lot of Masterminds were looking forward to the possibility of Kinetics as their new choice, but the gods are not that crazy... yet."

I doubt that a dev would mention kinetics in that fashion because it is weak for MMs. Placing your pets right in the center of an average mob with Fulcrum shift and spamming transfusion would mean that they would be nearly invincible and probably damage capped. Not certain where you are thinking that kinetics would be weak for a MM except in that kinetics would be extra clicky for pet buffing.


 

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Probably in that with pets being immune to recharge buff/debuff, a huge part of why the MM community was drooling over kinetics is gone. Namely Speed Boosted pets. Call me crazy, but when I tried leveling a kinetics defender, I just didn't see the 'omg' levels of raw power they are famous for. What I did see was tedium and annoyances from people demanding I use speed boost on them, when they are 3 rooms away, out of sight, and still have speed boost up anyway. Then yelling at me for not healing them when they run away from the enemy.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

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I will say that I hope more Pet sets come out that provide a bonus to the set. It is frustrating that there are really only two types of sets that provide Pet bonuses, and that Recharge Intensive Pets isn't even available to all MMs. I'd like to see a set like Defensive Pets or Healing Pets so that Proto Bots or Enforcers, or Dark Servant can be slotted with a set that offers a pet bonus.

The same goes with Incarnate Slots. If all Incarnate abilities just buff the caster that will be a drawback to MMs.

Still, if I were to make a suggestion to Jibikao, it would be, controversially enough, to try a partially petless build. Since the problem is that your Tier 1s are dying too often, and you don't care about the defensive benefit anyway, don't summon them. Concentrate all of your tactics and defense powers on three henchmen instead of six, that are more robust and reliable than the Tier 1s.

Of course, you'll want to go Thugs, or possibly Ninjas or Necro for this. Bots is a terrible choice, not just because the Tier 1s do too much damage to skip, but also because they are in general weak offensively. Only the Tier 3 really does a lot of damage. And of course, you'll also want to use your own attacks, although I'd recommend Vet Powers since they won't cost you any slots or power choices.

And of course, you'll want to do this with a second build, as most teams will expect you to have the full selection of pets. You may just go ahead and take them, but not slot them more than just the bare minimum. And if they die, leave them dead. You don't want to lose your Tier 2 or Tier 3 because you're busy trying to keep the Tier 1 alive. And if you're doing this on a Task Force for a team, then you'll need to have all of your tools available. Just try to set priorities.


 

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Originally Posted by Jade_Dragon View Post
The same goes with Incarnate Slots. If all Incarnate abilities just buff the caster that will be a drawback to MMs.
the alpha slot does effect the pets, as it adds to their enhancement values, unlike set bonuses. so far, the incarnate abilities do help a MM.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

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My main, Dr. Mechaniker, is a robo/ff Tankermage.

Right now he has the Def/acc Nerve alpha slot.

One of the better ways to deal with the new really hard content is to forget your tier ones.

You'll have to resummon. It cost you end. It's your primary. Deal with it.


@Mechaniker
Official Old Angry German Guy of CoV.
My Characters: http://boards.cityofheroes.com/showthread.php?t=247787

 

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The primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.

Thugs and Robots, in particular, are extraordinarily strong. It is not particularly difficult to get both of those sets to the softcap on the pets, which ironically, somehow, makes a bunch of street-toughs harder to kill than ninjas and zombies. There's something wrong with that.

Of course, now that I say this, instead of pushing Ninja, Necro and Merc up to the level of the other sets, devs are far more likely to nerf the top sets instead. Because they hate villains, and really hate Masterminds.


 

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One of the problems with MM's is that only a few builds are actually good.

These sets are playable at best, they'll always be weak though.

Mercs/* - suffers from a weak primary, no recharge intensive pet options.. poor damage, etc

Ninjas/* - suffers froms AoE's against powerful mobs, melee minions lack survivability. Any boss with an AoE will instakill the whole lot generally.

Necro/* - suffers from the same weaknesses as Ninjas, but to a lesser extent really.

*/Arrow - Just lame and weak in every way pretty much. No one complains about this set because almost no one plays it.

*/Poison - suffers from lack of AoE abilities and absolutely no defenses to keep pets alive. Its reputation as an AV killer is, IMO, bogus since AV's resist debuffs extremely well. Also, with no defenses, they'll instakill all your pets right away anyway. People still swear about this but I've never seen anything recent. I'll come out and be fair with this, my first MM was Mercs/Poison -- took him to 50, purpled him out. Still sucks.

On the other hand...

Thugs/Traps - Awesome.
Bots/Traps - Awesome.

and the rest are "OK", generally average builds.

So thats really the problem, because some people will have great success with their MM and anyone whos says the class is weak say "L2P" and rip you down. Others are having a real challenge because their build is legitimately poor. The fact with MM's is that you have to be careful to do a bit of research to see if a build is potentially any good, it sucks when you level a toon up to some high level just to realize it has no end-game viability. MM's are just a picky class in general.

I don't know what the Devs are up to ever, no one on this planet does... but they really ignore this class, throwing us DS was a nice gesture but really they need to go back and tweak the existing stuff -- adding more primaries and the occasional secondary does a lot to give the ILLUSION of choice for MM's but nothing for the reality of the situtation.


 

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Originally Posted by Eiko-chan View Post
Because they hate villains, and really hate Masterminds.
This is truth to the max. Even poor Recluse gets treated like a sucka, and he's a lot more likeable than that puffed up Statesman.


 

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Originally Posted by Eiko-chan View Post
The primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.
I think the best performers are Thugs and Demons, then Robots. Someone will probably disagree and rank Robots at the top, but the reason I put them after Thugs and Demons is because they can slot RIP sets and get +20% RES and +10% DEF. Robots can only do half that, although they're pretty durable by themselves.

After that I'd put Necro. I've played Necro a lot and the zombies simply don't kill very fast. Of all the sets they probably kill the slowest. However, there are two reasons I'd still consider them performing well enough. One being they can still slot RIP sets. So the pets themselves can be very durable. Especially considering they can all heal themselves. The other being, Necro isn't designed to be a damage set. It's a mez and debuff set. If you play a Necro as a debuffer and mezzer, like a pet-oriented Controller, it's very good at doing that.

Ninjas and Mercs however I do think need help. It's weird to me how little DEF ninjas have considering the huge amounts Thugs and Robots can get. And Mercs are plagued with a ton of issues, ranging from survival to miss-matched powers, to range variance, to slotting issues with powers not benefitting from pet sets, to even thematic/concept. Mercs just don't do anything particularly well; not damage, not survival, and not mez. And of course, the two least survivable sets can't slot RIP sets.


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Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Dispari View Post
It's weird to me how little DEF ninjas have considering the huge amounts Thugs and Robots can get.
I think this is the problem. Basically, Thugs and Robots you have a single Tier providing a huge, slottable Def to all of your henchmen. In Ninjas the Def is on each henchman, and I believe it is NOT slottable. (CoD says it isn't, and I'm inclined to agree from my memory of the powers) If, say, the Tier 2 Jounin had a power similar to Mind Link, or even if the Oni cast a Fire Shield, they would be much more resiliant.

Likewise, Mercs seems to be built around the idea that the Spec Ops' control powers are supposed to be their damage mitigation. But leaving that to the randomness of the AI means that most of the time that mitigation is wasted by using it at the wrong time.

Necromancy, at least, has a self heal on every henchman, and the Lich debuffs to hit, as I think do various powers from some of the other henchmen. Plus, even if a henchman dies, that means you can bring it back even more powerful.


 

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Originally Posted by Jade_Dragon View Post
I think this is the problem. Basically, Thugs and Robots you have a single Tier providing a huge, slottable Def to all of your henchmen. In Ninjas the Def is on each henchman, and I believe it is NOT slottable. (CoD says it isn't, and I'm inclined to agree from my memory of the powers) If, say, the Tier 2 Jounin had a power similar to Mind Link, or even if the Oni cast a Fire Shield, they would be much more resiliant.
If memory serves, the genin and oni have 7% DEF and the Jounin have 14%. Thugs and Bots have 7.5% per buff, which stacks to 15% for all pets, and is slottable. So even the most defense-having ninja has less DEF than the other sets, and the rest have less than half.

Really I feel like ninjas should have more like 15% DEF, with the jounin having 25-30%. Still non-slottable, but it'd be on-par with unslotted thugs/bots, with jounin having a bit more. But that's compensate for lack of RES.


Quote:
Originally Posted by PRAF68_EU View Post
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.

 

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Originally Posted by Dispari View Post
I think the best performers are Thugs and Demons, then Robots. Someone will probably disagree and rank Robots at the top, but the reason I put them after Thugs and Demons is because they can slot RIP sets and get +20% RES and +10% DEF. Robots can only do half that, although they're pretty durable by themselves.
I would say Thugs, then Robots, then Demons, actually. Thugs is definitely the top, and not only because they can slot RIP. Bots is clearly second, though, because even without RIP they can have a native 20+% defence, 25% if you include the pet-set aura - and unlike Thugs, they have two healers. Demons doesn't come close to that. Demons are still high-performing, but unlike Thugs and Robots, they don't have any inherent defence, and their resistance isn't large enough to compensate (they do have a single healer, which helps make up the difference, but not enough to put them in the top two.)


 

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Originally Posted by Eiko-chan View Post
and unlike Thugs, they have two healers.
Thugs has no healer; you are thinking of Mercs.


 

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I have a 47 bot/ff, My pets are my weapons. Except for the patron powers I have no attacks.

I dont agree that pets are over powered or even over AOE'd. The reason I believe this is the level scaling of the pets. What is it, -3, -2 and -1 to 'your' level?

Against even level mobs or lower level ya us master minds can kick butt. The real XP and drops are for +3's however and there we have to use our secondary to its max to be even with other classes.

I am thinking of times I have "tanked:" The only I recall was with an AV who just would not stop going after me no matter what. I put up PFF, ate a few greens and had some popcorn while the bots finished her off. I was not trying to tank, I just did. Or do you mean people who use pets to tank while they do damage? Is the damage scaling even worth snot for MM's?


 

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Originally Posted by Arbegla View Post
Plus if you out distance your pets by i think 150yds (or something similiar) they automatically teleport to your owner of the pets. So on speed runs, you can be teleported by a player, and your pets come to.

Or you can SS ahead, and the pets catch up.
1. If you need to be ported over each and every time by someone else because of the tedious setup, it isn't very great to be on a fast moving team.

2. During SS the pets catch up by bouncing into whatever happens to be within range. Most of the time only 1 or 2 of your full complement of pets will make it with you to your destination if it is pretty far, like the 3rd mission of ITF where teams run for the computer first. Your pets will drop once or twice right into mobs which will pretty much wipe them out.


 

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Originally Posted by Lewisite View Post
*/Poison - suffers from lack of AoE abilities and absolutely no defenses to keep pets alive. Its reputation as an AV killer is, IMO, bogus since AV's resist debuffs extremely well. Also, with no defenses, they'll instakill all your pets right away anyway. People still swear about this but I've never seen anything recent. I'll come out and be fair with this, my first MM was Mercs/Poison -- took him to 50, purpled him out. Still sucks.

On the other hand...

Thugs/Traps - Awesome.
Bots/Traps - Awesome.

and the rest are "OK", generally average builds.
I always thought it was supposed to be /traps that was the AV killer, especially with Acid Mortar all slotted up and a FFG. /poison was just kind of meh. /therm and /pain seem OK but nothing too spectacular to me.

I really like my Bots/Dark, and I've heard Bots/FF is basically unkillable. Got lower level DS and Thugs but they just never seemed that great to me. Maybe I should get them to 32 and see.

Assault bot with the incendiary missiles is the best thing ever. When the big boy lights up the mobs and sets everyone ablaze that is always great for a laugh.

The biggest problem is that MMs act like glass jawed blasters when they should be more graceful in failure. Seems like they run really great but as soon as it gets really hot MMs just wilt like flowers in a hot car. The balance of the entire AT just seems to be hot and cold.


 

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It would be nice if Pets received some form of innate AoE defense, as they do get wiped in short order on higher end TFs.

There is also a clear gap in performance between Thugs/Robotics and all other pet sets, with a direct correlation to the very significant amount of defense that their LT tier pets grant. And if you notice, the combinations deemed to be most powerful always involve stacking MORE defense or ToHit debuffs on top of this innate advantage.


 

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Originally Posted by Jade_Dragon View Post
Thugs has no healer; you are thinking of Mercs.
I don't think Eiko said thugs had a healer.


 

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Originally Posted by _Zep_ View Post

Against even level mobs or lower level ya us master minds can kick butt. The real XP and drops are for +3's however and there we have to use our secondary to its max to be even with other classes.
The XP is there, but the drop rates don't change with +1, +2, or even +3 enemy level. The drop tables rely on the enemy rank, e.g. minion, lieutenant, or boss. For drops, you're better off setting your difficulty to -1/x8, bosses-yes, and then just mowing through weaker crowds.

Of course, that's no problem for most mm's. They can set it on cruise control and roll.


 

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Originally Posted by Emberly View Post
I don't think Eiko said thugs had a healer.
*Tilts head*

You're probably right. I guess I thought that pointing out that Robots has two healers was meant to contrast against another set having only one healer.


 

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Originally Posted by Eiko-chan View Post
The primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.
Blah, I tend to like Necro, Ninja and Merc. hehe

Yes, I've tried ignoring summoning tier 1 pets but guess what? Tier 1 pets in Necro actually do decent damage especially they have two aoe (not that it's great but it's better than nothing). And Genins provide a lot of damage (probably the most for tier 1 pets but they also die the easiest).

I've tried taking personal attacks on my Necro but it all comes to down this... if I am going to blast myself, I might as well make a Corruptor. I don't mind blasting but at the rate the tier 1 pets are dying, I really have no option unless I I keep resummoning them and costing tons of endurance and precious time that I could have done something better.


What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.