Useless Mastermind
Well, it looks like your traps still work, so there's that...but yeah, that looks like it would suck.
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
What program did you use to record your session? Looks very clear!
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.
Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with. |
This looks like something I could add to the...
http://boards.cityofheroes.com/showt...=1#post3544670
With the slow recharge on the traps that I do have the only thing I would be a + to the team is maybe the force field. The healing trap has such a really long cooldown and my web grenade misses half the time so. I get what your saying though and your right. Just such a pain to play with no damage at all. Issue should be fixed, not just overlooked.
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I know you can defense cap with traps, but I will agree that Trip mine is slow at 6 second recharge with IO slotted. But I was just looking at mine last night and I was taking mobs down by 75% to 80% health and I was running on 3/8 setting. But beyond that it is the only secondary that allows you defense cap without pets and a decent though slow high end damage attack. Again not discussing optimal super builds. I'm just saying Pet-less Traps is the only secondary set that masterminds can have that allow them to solo missions on a 0/8 setting and still survive. There are players that can't do that with a full set of powers.
Triage Beacon is giving me lower end scrapper regen numbers. I'm at 561%, again scrappers have more but many do not have that much more maybe 600% numbers. And if your slotted with IOs you can have double Triage Beacons for a limited amount of time and some players with higher end builds can have Triple Triage Beacons. Double Triage beacon beats out Scrapper numbers.
Again not calling you out, not trying to be a jerk ( though it does sound like I am ) I'm just saying you might be missing out on some stuff or someone might have steered you in the wrong direction.
Traps is King.
It is about one of the few sets you can port over to any other AT that has traps and end up with a yet another Defense cap build. I have a Robot Trap MM lvl 50, Sonic Trap Corruptor lvl 50, Traps AR Defender lvl 50, I have a Semi Pet-less MM ( last pet only for thematic reasons ) Demon Traps lvl 37 and finally I am working on DP Traps Corruptor lvl 26. The first 3 builds are defense capped and can all run 4/8 setting missions. I admit I have a trap fetish.
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
This looks like something I could add to the...
http://boards.cityofheroes.com/showt...=1#post3544670 |
I think you need to post your build.
I know you can defense cap with traps, but I will agree that Trip mine is slow at 6 second recharge with IO slotted. But I was just looking at mine last night and I was taking mobs down by 75% to 80% health and I was running on 3/8 setting. But beyond that it is the only secondary that allows you defense cap without pets and a decent though slow high end damage attack. Again not discussing optimal super builds. I'm just saying Pet-less Traps is the only secondary set that masterminds can have that allow them to solo missions on a 0/8 setting and still survive. There are players that can't do that with a full set of powers. Triage Beacon is giving me lower end scrapper regen numbers. I'm at 561%, again scrappers have more but many do not have that much more maybe 600% numbers. And if your slotted with IOs you can have double Triage Beacons for a limited amount of time and some players with higher end builds can have Triple Triage Beacons. Double Triage beacon beats out Scrapper numbers. Again not calling you out, not trying to be a jerk ( though it does sound like I am ) I'm just saying you might be missing out on some stuff or someone might have steered you in the wrong direction. Traps is King. It is about one of the few sets you can port over to any other AT that has traps and end up with a yet another Defense cap build. I have a Robot Trap MM lvl 50, Sonic Trap Corruptor lvl 50, Traps AR Defender lvl 50, I have a Semi Pet-less MM ( last pet only for thematic reasons ) Demon Traps lvl 37 and finally I am working on DP Traps Corruptor lvl 26. The first 3 builds are defense capped and can all run 4/8 setting missions. I admit I have a trap fetish. |
I have heard that using the /releasepets command can fix that problem. Using the /petcomall dismiss does not fix it though.
Zoning across world zones does not seem to fix it, but zoning into a mission (or out of a mission) does seem to fix it as well.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
If your henches are stuck on zoning, you must use /releasepets or you will see the behaviour you have Fraps'd here.
+1 to the /releasepets command.
You can have pets that are stuck at the door, or they might follow you and not be responsive to your commands and not be listed in your pet list.
Either way they still count against you for summons and it is what you are witnessing. The easiest way to tell if you have lost control of them is by moving them to a specific spot when you zone in.
If they don't move to that spot you know they are bugged and rezoning *might* fix it, but /releasepets definitely will fix it at the expense of losing *all* of your pets.
This might be a PITA if you have a pet like dark servant on a long recharge but having no henchman is likely to be worse than losing a dark servant.
Better to check first for pet control before needing to lose a HVAS though.
At a guess... you zoned into the mission and notice your henches were stuck at the door and so either issued "/petcomall dismiss" by the CLI or used the "Dismiss" option from the GUI.
If your henches are stuck on zoning, you must use /releasepets or you will see the behaviour you have Fraps'd here. |
Oh yea! Feels good to be useless :\
http://www.youtube.com/watch?v=oWv1KEVkbWc