MasterMinds and the new endgame
I hear everyone complaining the pet AI. Since I20 my pets/mercs have been better behaved than ever.
During combat over the weekend, my Mercs spread evenly out over 180 degrees to the target and didn't cluster when attacking targets. Sometimes, I saw ranged clustered "V" attacks. Also, they didn't just run into combat especially my commando. I was quite pleased.
My question about i20 is when will we get MORE minions? Everyone is getting them with the Lore slot but I have no desire for idfs, seers or clocks. I just want more mercs(soldiers, special ops/Preferred, and commandos) for uniformity. I probably will not slot this power. Having a power for 5 minutes with a long recharge is questionable to me. The incarnate trial fighting is at least 15 minutes.
Definitely. Some have spent so long playing an easy game that they forgot how (or never knew how) to actually use goto commands, re-summon, and in general, play as Masterminds.
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What I REALLY wish they'd do is a) give the annoying "death patches" a fear effect (the target markers, not just the damage), and b) fix the pet fear response so that they don't needlessly run 100 yards to escape a 5-10 foot effect.
Still wouldn't "fix everything", nor should it. The reason I play Masterminds is because I enjoy the tactical thinking involved. Unfortunately, no amount of tactical thought can override bad pet AI. As a result, the new TFs' and Trials' reliance on cheap, "unavoidable" death mechanics tend to marginalize what the AT can reasonably contribute to this kind of thing.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
This is the reason my new MM is a Thermal. If all else fails, I can rock the aura just as well as a defender.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
There have been quite a few times on the trials where my Ninja/Dark MM has no pets out, spamming twilight grasp, placing down tar patchs, and keeping darkest night on the AV. Just 50+1 and still have the Lore and Destiny slots to unlock. I am not wasting threads on incarnate XP to craft a Barrier Destiny.
The first step in being sane is to admit that you are insane.
During combat over the weekend, my Mercs spread evenly out over 180 degrees to the target and didn't cluster when attacking targets. Sometimes, I saw ranged clustered "V" attacks. Also, they didn't just run into combat especially my commando. I was quite pleased.
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I just wonder, Robots are base ranged too, but they suffer way less from this 'OMG I WAN MELEE!' problems that mercs have.
I think you got lucky there, my Mercs on the first trial was a plain disaster. I flag them out of the melee range of the punches, they attack for 10 sec without issues.. whoomp, 3 run in without a reason, before i could flag them 'passive' they were gone.
I just wonder, Robots are base ranged too, but they suffer way less from this 'OMG I WAN MELEE!' problems that mercs have. |
ALL pets are affected by stupid AI, my blasters damn gun drone which used to be practically invincible (because its quite tough and only has one ranged attack, burst) now rushes to point blank range on every enemy. Not only does it look stupid, but it gets crushed in melee, does little damage, and takes 39end and several minutes to resummon. Voltaic sentinel which only has lightning bolts does this too, but it cant be targeted, so it only suffers from the looking lame issue.
Honestly, if they fixed one thing first this issue I'd like it to be that. Just because demons work perfectly doesn't mean every other pet in the game should fail so hard. Looking STUPID takes a lot out of the games reality for me. And as for MM's, you can't dare have that issue on the new content, because the only way to combat difficulty with an MM is not brute force, it's better tactics.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Yup, Bots are terrible for it too, don't believe they aren't.
"Hurrrr, me punch Warwalker in KNEECAP, DERRRR!" <_>
Me no gusta... *sigh*
Edit: Oh, and /Signed to nixing the ruddy rediculous end cost on the pet upgrades. If you're going to kill them off every 3 seconds, then don't make me sacrifice my end bar just to use my Primary set, damn you...
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Yup, Bots are terrible for it too, don't believe they aren't.
"Hurrrr, me punch Warwalker in KNEECAP, DERRRR!" <_> Me no gusta... *sigh* Edit: Oh, and /Signed to nixing the ruddy rediculous end cost on the pet upgrades. If you're going to kill them off every 3 seconds, then don't make me sacrifice my end bar just to use my Primary set, damn you... |
I'd love to go back to the days that I had to equip each pet individually. That way If I only lose one pet, I only spend the END to equip that pet and not ALL of them.
The Case Against Hardcase- arc id: 438272
Clowning Around- arc id: 408447
Down the Rabbit Hole- arc id: 193055
This was a stealth nerf masquerading as a QOL upgade.
I'd love to go back to the days that I had to equip each pet individually. That way If I only lose one pet, I only spend the END to equip that pet and not ALL of them. |
As for the upgrade END cost, yes, I find it extreme when the utility of needing to upgrade ALL my pets at once is limited.
However, here's a little tip about a bit of hidden synergy between pet zoning and upgrading. If, at any given point when you are about to zone (entering/leaving missions, changing zones by whatever means), some of your pets ARE upgraded, and some are NOT... don't bother upgrading. When they zone, they will ALL be upgraded. Have watched this behavior very carefully, and it has worked EVERY time for me. This also means that, prior to zoning, if I still have at least ONE fully upgraded pet, and others are deceased, I resummon without upgrading, immediately prior to zoning.
Granted, it doesn't help DURING a combat or mission, but it's something.
Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas
Obviously, I don't care about NCSoft's forum rules, now.
OMG i luv the new incarnite system . my demon /dark/soul is a beast!!!!!
the two psy pets, the barrier , the pyro , the extra -res debuf+fire proc
the tier 4 extra damage from alpha i dont know what the other new incarnite slots can add to make him more awsome, i cant wait to tier 4 him all the way
my only gripe is no new costume stuff ? really ?! nothing !!?? i cant at least re-color the incarnite pets mabey make them all black to make them look like more dark servants ?
I only did Lambdas with my Traps AR Defender so far. I just ran first available and at most had 1 or 2 teams.. So I don't need to tell you we never completed.
The first part running out side the building killing mobs seems easy enough for a mastermind. Enough room to move around no worry of extra aggro.
The second part going inside and killing the mobs in the yard seems the same. Enough room to move around without getting aggro.
The third part can be an issue if your team decided not to clear out the mobs in the yard. Getting the Gun Turrets seems easy enough if the yard is clear. There are 2 sets of mobs on the back of the building that will aggro with masterminds because I know for sure the pet AI will get all screwy and make the pets run past these 2 sets of mobs.. It just the nature of the beast with this class. If something is gonna go wrong its a mastermind pet that makes it go wrong. But assuming you killed those 2 mobs on top of building in the back you can clear the guns without issue.
The Forth part you go into the building and kill a EB.
The Fifth part.. Okay Issue. Your timed and you need to get Acid Grenades and Pacifying Grenades. Acid Grenades to close the teleport portals around the yard. And Pacify Grenades to calm down Mauraders Rage. After killing the EB in the Forth part you have 2 ways to go. To the right is the vators to the Acid Grenades. Down the hall past the EB is another set of vators that take you to the Pacify Grenades. Pacify Grenades are in Crates and Acid Grenades are in these Orange / Yellow cylinder tubes. Both items are guarded and must be destroyed for a random person to get the drop.
THE TIMER STARTS AS SOON AS SOMEONE ENTERS THE ELEVATORS.
This part is pretty much kill the glowy and move on. Try to ignore the mobs guarding the object. Non capped players will have issues. Pets will be useless as they will be killed just running to the next object to destroy. It pretty much is fast paced get what you can. Once the timer ends you will be teleported back to spot 4 where you fought the EB before going up.. Again this is where I seen the issues. Anyone that is not defense capped just kept dying. I think pet bubble players should be fine here. So summon the pet bubble up and run off without them.
The sixth part. Hardest part without a full set of teams. Some words of caution first. You cannot have Maurader go out of the court yard. The opening is right behind him but he will not go out on his own. But he will chase you out. But if he goes out the gate mish over..
What you need to do here is close down the teleporters or mobs will keep coming in. 1 acid grenade closes 1 portal, so make sure you don't have 2 players doing the same portal. To the right when you go back out there is a spot where acid grenades will spawn every so often.. You will get a message of it spawning. You can kill the mobs there to get whatever your short. You really need to close the portals. Basically the whole concept is close the portals kill the mobs around Maurader and then take on Maurader solo. Again this is all TIMED. Basically we failed because we ran out of time.
The last part fighting in the yard can be an issue as players run through the gate after going to the hospital and aggro all the mobs there including the AV. Do not run through the main gate unless you have some stealth EG Steath IO and SS. You can ride along the walls as the war walls and and get to the top and jump over. But do not go through the main gate they really have a long aggro range and will chase you down. What usually happens is player runs through main gate. Runs to Acid grenade drop where everyone is trying to get more grenades to close portals. Drags the mobs from entrance and kills off 3 to 5 more players.
So part 5 and 6 will be issues for masterminds. But even if not completing you still get drops so its all good.
Over all I find this Meh.... I would have much rather seens a Croatoa or Chimora type TF... This is one mish and done. And for sure this is a mission where you will have less success with a pick up team. You will need 3 players looking to get the right mix of players together to get 3 teams going for the mission.
Honestly with so much going on I just do not see Melee pets fairing well. They have too many AOE themselves that really add up. My weakness with my Traps AR Defender was I am lacking the resistance numbers that body guard offers. So even though I was still capped hits were getting in and when they did they dwindled me down fast enough. Of course the mobs are not doing smash lethal damage which is what my resistance shield is gear towards.
OH here is another thing I didn't think of until I read about it. You can do these missions if your not incarnate slotted which an issue.
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