In your opinion, best incarnate powers for an MM


Adeon Hawkwood

 

Posted

I like to hear from MM specialists which alpha, judgement, lore, interface and destiny would most benefit his character? I currently have a bots/traps @ 43 (I know <yawn>) and would like to prepare him for all these incarnate goodies.


 

Posted

Bots/Traps, lovely build that. I've got one myself.

Alpha: Spiritual, no question. Recharge makes traps come up more often, and will also enhance the recharge time on your henchmen summons.

Judgement: Really, this is to taste. I went Ion for max target hittage (made that word up). Void is also a great choice since you'll be in melee, and the debuff would help you tank stuff and keep your henchmen alive.

Lore: Again, to taste, I think. I went Clockwork Radial because I hear it's got a massive heal and I want to be super tank with lasers. The Dismantler also has a lot of AoE damage. Warworks Core is definitely the path to go for most single target damage.

Interface: Can't go wrong with Reactive, unless you team. Everyone's picking Reactive, so on a team you're better off using something less common. I'd recommend the Paralytic one with -damage, which will reduce your enemies' damage output to almost nothing when added to Seekers and possibly Void.

Destiny: Rebirth MFing Core for max health. As a bots/traps, your defense is already pretty close to capped and you have 75% resistance through bodyguard mode, so +max HP is the only way to become tougher. You already have Triage Beacon so the +regen one is a bad idea. This also helps keep the little bots from being two shotted.


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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

Posted

It depends on what class combo you have, nothing is pure 100$ awesome for MM's.

Nerve is +acc/+defense which can be useful to some builds and is almost required in the trials till you get all your level shifts so your pets are not -8 to the enemy. After that it's on your secondary, for example you could want more damage so you go musculature, or powers up more often so Spiritual, or better endurance management so Cardiac.

Most MM secondaries benefit from Cardiac, then Spiritual then Musculature for more damage. Few benefit from Nerve but it's damn useful until you get all three level shifts (One from Alpha, one from Destiny, one from Lore) About the only secondary that really could use Nerve is /Force field.

Once your past Alpha then lets see.

Judgement is 50% Taste, 50% playstyle. For example need to stay mobile? Pyronic is your power. All judgements do roughly the same damage but each have their quirks for example Pyronic takes half a second to animate and can be thrown on the move making it very useful for more mobile character even if it is a targeted AoE and if your target takes off at a run at the wrong time you won't get everyone (But hey 40 meter radius!) Meanwhile Cryonic while a Cone has an excellent chance at high levels to hold people but it's a Cone thus the hardest to use, meanwhile Ion(The easiest to use) has the longest animation time but it's very fire and forget. I'm not a big fan of Void only because of how often I see people wasting voids due to the number of Pyronics and Ion's they chucked ahead of the void user

Interface
It's all about Reactive when soloing, nothing helps your damage better than a nice -25% to Resistances plus the DoT which is nice enough by itself. After that get Paralytic for AV fights, let someone else cover the -regen, you need the -damage to protect yourself and your pets. The -defense is of course mostly useless so go for the 75% damage 25% defense.

Lore
People are still getting a handle on the Lore pets but right now here's the deal
IDF under-preform except for the fact that the IDF Commanders will stack Disorents so they can keep a boss out of a fight easy enough. Clockworks do the most support with large heals, and Seers are Hold happy. Warworks are damage happy with the Warworks Total Core Improved Ally the Tier 3 being especially nasty(And it's Tier 4 version with even MORE damage)

Why? Because Vicky crits and does great damage to begin with and 90% of the ACU's attacks debuff regen. A nasty combo indeed.

Destiny
Barrier for instant ten seconds of invincibility and once you hit tier 4 and extra 5% damage/defense bonus perma, Clarion for Status Protection(always nice).

If you have a defense based build then Rebirth is nice, but unless your name is McBlaster stay away from ageless unless you have constant endurance problems.


Jorrus 50 MercPoison Mastermind / Samuel Geary 50 Warshade/Triform
Relenia 50 DB/Will Scrapper / Jonas Geary 50 Cold/Storm Controller

'They don't call it a "Free Fire Zone" because it's filled with kittens and butterflies"-Obsidius

 

Posted

Ninja/Dark/Soul

Alpha:Spiritual: For +recgh,+heal,+stun,+Slow. The faster the heal the less pets die when fighting at quick pase. Also been able to use control to mitigate dmg is a huge help.

Judgement:Void. I LOVE VOID!!! Melee Nuke Huge dmg, range, and regch. I got My +dmg tier 4 Nuke and use it everytime I can.

Lore:Warwork: Only tier 3 Victory/Drone, Haven't test it much, But it do Critical dmg and look awesome next to ninjas.Drone have a AoE +def that buff Pets.

Interface: Reactive: Doesn't work b/c is bugged.At soon and it fix I hope to see a improvement of my dmg. MM should be able to exploit this power the most, since you have 6 source to active and stack it.

Destiny:Clairon: Mezz proct is what my mm have always dream. It can be use while held, Give +range + special to buff my debuff/controls it have a fast regch (30sec i think)
Since MM are vulnerable againts Mezz I find it a Most have power If your not a /FF or /traps.


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

Posted

Judgment wise I would say take a Ranged AOE because a Ranged AOE you can use as a PBAOE, but you cannot do the reverse.

Plus depending on your build Judgment has a decent recharge that is nice to use as an opener for pulling what might be left of the group. I'm not saying that judgment is effected by recharge which it isn't. I'm Just saying with my Robot Traps I can fire it off and have my pets attack at the same time, which makes for a very BIG Alpha. I use that technique when trying to get my Tip missions. I pull 2 groups on a 4/8 setting and then fire off the incarnate along with pet attacks. I usually get one Tip per attempt. So pulling 3 big groups or combination of groups gets my 3 Tips pretty fast. I just exit and save the mission for another day.

Other then that I really think it matters what your set up is. Again for me with what I had before these incarnate power unlocks I went musculature and I am doing 4/8 settings and killing AVs and GMs. So what more do I need really ?

If your ninja poison persay I could see where going to get the defense bonus would make more sense then a robot traps going that route.


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

 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Bots/Traps, lovely build that. I've got one myself.

Alpha: Spiritual, no question. Recharge makes traps come up more often, and will also enhance the recharge time on your henchmen summons.
With respect, I have to disagree on the "no question", the problem with Spiritual on MMs is that pets gain no benefit from the +recharge. While it's certainly valuable from a personal perspective, I think there's enough merit in the other choices to warrant consideration.

Quote:
Destiny: Rebirth MFing Core for max health. As a bots/traps, your defense is already pretty close to capped and you have 75% resistance through bodyguard mode, so +max HP is the only way to become tougher. You already have Triage Beacon so the +regen one is a bad idea. This also helps keep the little bots from being two shotted.
Triage Beacon is somewhere in the +300% regen range when fully slotted before factoring in global buffs/Spiritual +heal. The regen cap is something like +2000% I think, which means that a Rebirth Radial + Triage Beacon still might not cap you on its own. Furthermore, the +max HP effect on Rebirth Core is actually quite unimpressive, around +360 HP at full strength, and full strength is only for 10 seconds. Math-ier people than me have concluded that Radial is actually better for survivability than Core, assuming you aren't wasting too much of the +regen due to hard caps (which is mostly impossible on Bots/Traps without additional outside buffs).


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Posted

Quote:
Originally Posted by Mokalus View Post
With respect, I have to disagree on the "no question", the problem with Spiritual on MMs is that pets gain no benefit from the +recharge. While it's certainly valuable from a personal perspective, I think there's enough merit in the other choices to warrant consideration.
Well, to be fair I'm not talking about all masterminds. I answered to the OP's question, which was only for a bots/traps.

I see no benefit to Cardiac, as MMs have it easy on endurance usage and a Bots/Traps gets nothing out of damage resistance enhancement. Nerve offers very little help, because accuracy is easy to come by, plus Supremacy and Tactics which means bots will never miss. The defense enhancement might be of worth, but it's a very small number to begin with. Musculature is really the second best to Spiritual, and I suppose that's worth looking at. Getting an extra 30% damage enhancement is neat (assuming you went T4 Core), but I'd rather boost my entire secondary than three powers of my primary.

Again, Spiritual is one of the only ways to make the actual summon powers come up faster.

Quote:
Originally Posted by Mokalus View Post
Triage Beacon is somewhere in the +300% regen range when fully slotted before factoring in global buffs/Spiritual +heal. The regen cap is something like +2000% I think, which means that a Rebirth Radial + Triage Beacon still might not cap you on its own. Furthermore, the +max HP effect on Rebirth Core is actually quite unimpressive, around +360 HP at full strength, and full strength is only for 10 seconds. Math-ier people than me have concluded that Radial is actually better for survivability than Core, assuming you aren't wasting too much of the +regen due to hard caps (which is mostly impossible on Bots/Traps without additional outside buffs).
Rebirth offers a flat +HP bonus, no matter the AT, which makes it most valuable to MMs since we have the lowest base HP. Slotted with Spiritual, my T3 Rebirth is enough to cap my hit points. Again, with Spiritual and full slotting Triage beacon is 330% +regen and easily able to double stack for a total of 660%.

I just don't think extra regen is all that impressive. I'd have to do the calculations to figure out which one truly provided more benefit, but knowing how things have gone in the past, I'd put my money on the +Max HP.


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.

 

Posted

My MM main is a Necromancy/Trick Arrow/Soul Mastery.

Alpha: Musculature - I've got no benefit from Nerve as I already have Tactics on my build and absolutely no source of enhanceable defense. I've got some global recharge and Trick Arrow already recharges plenty fast enough with regular IOs and the heals from my henchman tend to be wasted as their first attack so Spiritual would be of minimal use. Trick Arrow has almost no endurance issues, my only source of Resistance is my Soul Mastery armor, and none of my pets ever run out of endurance, so Cardiac is again of limited use.

Judgement: Void Total Radial - I didn't go with the core because I already have Musculature and /TA's -res to increase my Judgement's damage. As a /TA, I really have no reason to be in melee, but Flash Arrow makes it easy to setup a Void opener and the -50% damage does wonders for the survivability of my henchmen. I then also stack up a Poison Gas Arrow for even more -damage and I breeze through the fight.

Lore: IDF Total Core - Purely for concept reasons and because I already had the Seers on another character. For five minutes, my damage types are varied: Lethal, Negative Energy, Fire, Smashing, and Energy. Sure, the Commander is no Vicky, but seeing him do 800-900 damage still brings a smile to my face.

Interface: Reactive Partial Radial - I tend to solo mostly and this improves my damage the most. Since the patch, my Oil Slick Arrow can pretty much clear an entire spawn. If I do more trials (I'm getting frustrated at my old computer's constant crashing) I'll probably with with Paralytic Partial Radial Interface to stack on even more -dmg.

Destiny: Barrier Partial Core - I don't have the reflexes to have the best AoE heal for my zombies so I went with the choice that allows them to wreak havoc recklessly without any ill effect to them.


 

Posted

Here's what I did on my Bots/Traps;

Alpha: I went for Musculature. The choice here is, I think, heavily build dependent. Accuracy is very important on the trials, you really want to have Tactics and have all your pets ED capped for Accuracy, so if you don't have that Nerve is nearly essential, but worthless otherwise. Cardiac is of very limited utility for a Bots/Traps MM. Spiritual versus Musculature is a tough choice. I went Musculature since I am currently at about 80% global recharge from IOs which I find sufficient for my needs. Traps is very recharge dependent but recharge is something that suffers from diminishing returns, in my case adding spiritual would change my recharge times on 90 second powers from about 34 seconds to 29 seconds which in my opinion is less useful than a 30% damage boost for my bots.

Judgement: This is mostly a personal choice, I went Pyronic for Theme reasons.

Lore: Again a mostly personal choice. I went Core Seers since I find the support pets lacking and theme-wise Seers were the best fit. If you do go for a support pet Seers is probably the worst choice. Clockwork provides the best heal and defense bonuses and the Battle orbs provide an AoE defense boost which is nice for your bots (although they don't keep it up all the time which is annoying).

Interface: Dech's pretty much covered it. For solo play Reactive is the best option (even assuming they change the current Caltrops Nuke) but it's overused in team play so you might want something else.

Destiny: Rebirth is the best option here IMHO although personally I went for regen over hit points. I think there are solid arguments both ways, personally my feeling is that the regen stacked with Triage Beacon makes it well worth it. Normal regen pulses every 12 seconds, Triage Beacon alone decreases this to 3.1 seconds, stacking Rebirth on tops of that decreases it to every 2 seconds which increases your average HP/sec by about 50%. The extra HP are nice but I see them as a way to take a heavy alpha rather than as an long term survival boost. In any case, I think it's a personal preference more than anything else.


 

Posted

What incarnate slots would you forum vets suggest for a thugs/poison mm who's ranged softcapped based? I already have Nerve Partial Radial Revamp and probably going for Nerve Radial Paragon. Thanks in Advance


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Alpha: I went for Musculature. The choice here is, I think, heavily build dependent. [snip] I went Musculature since I am currently at about 80% global recharge from IOs which I find sufficient for my needs. Traps is very recharge dependent but recharge is something that suffers from diminishing returns, in my case adding spiritual would change my recharge times on 90 second powers from about 34 seconds to 29 seconds which in my opinion is less useful than a 30% damage boost for my bots.
Thats what I was wrestling with for my bots/traps as well, and I think I'll need to take a look at what both my global recharge and the recharge on my individual traps powers is. Traps unfortunately has some contradiction between putting IO sets in powers for things like global defense and global recharge, and actually having its long recharge powers ED capped for recharge, since most IO sets don't cap recharge. It may actually be necessary to build around the alpha to some extent, something I prefer to avoid in case of exemplaring. On the bright side, even an exemped down bots/traps who loses some set bonuses and the alpha should manage to survive a bit of peril.


 

Posted

Quote:
Originally Posted by Shadows Strike View Post
What incarnate slots would you forum vets suggest for a thugs/poison mm who's ranged softcapped based? I already have Nerve Partial Radial Revamp and probably going for Nerve Radial Paragon. Thanks in Advance
I like Nerve for a Thugs MM. It gets you and your pets some more Defense, which is good, and I think the more accuracy you've got the more damage you're going to do (as even your T1 pets will hit more). The only other good option I think would be Musculature to add more damage.

It depends on your build though.


 

Posted

Quote:
Originally Posted by Scientist View Post
Traps unfortunately has some contradiction between putting IO sets in powers for things like global defense and global recharge, and actually having its long recharge powers ED capped for recharge, since most IO sets don't cap recharge.
It depends a bit on how you slot. In my case both Acid Mortar and Seeker Drones are Frankenslotted. PGT does have a Lockdown set in it so it isn't quite ED capped for Recharge though. Triage Beacon has Doctored Wounds which isn't necessarily the best set for bonuses (Numina has a Ranged Defense bonus whilst Panacea has a better recharge bonus) but has the distinct advantage of being able to ED cap Recharge and Healing with 5 slots (for comparison "upgrading" to a Panacea set would require a 6th slot to keep the recharge slotting up).


 

Posted

Quote:
Originally Posted by Scientist View Post
Thats what I was wrestling with for my bots/traps as well, and I think I'll need to take a look at what both my global recharge and the recharge on my individual traps powers is. Traps unfortunately has some contradiction between putting IO sets in powers for things like global defense and global recharge, and actually having its long recharge powers ED capped for recharge, since most IO sets don't cap recharge. It may actually be necessary to build around the alpha to some extent, something I prefer to avoid in case of exemplaring. On the bright side, even an exemped down bots/traps who loses some set bonuses and the alpha should manage to survive a bit of peril.
Would it be worth using your second build as your exemplar build and basing your primary build around the alpha power?


 

Posted

Well, I haven't done too much with my Thugs/Dark, but I'm having fun planning so far.

Alpha: Musculature. More damage, plus eventual additional buff to my -to hit skills. Useful.

Judgement: Whatever? Maybe Fire to join my crazy Arsonist in fun, or Void since it matches slightly better...Though I shouldn't really be in melee range too much, except for bad pet AI.

Lore: Not really sure. None of them properly mesh well RP-wise, so I'll have to look into what they can do.

Interface: Make two. Reactive, for obvious reasons, and Diamagnetic, for even more to hit debuffs. Just sounds like too much fun not to try.

Destiny: Again, have to take a good look at it to decide.


50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy

Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.

 

Posted

My bots/traps went cardio because he is constantly bingo on end Haven't been able to get enough rares/v.rares to get the other stuff slotted above T2. I am planning on going reactive/pyronic/warworks/rebirth.


 

Posted

Kepping pets alive is a pita for most mms and pet deaths hamper dps quite a bit; my focus is keeping pets alive so I'm thinking:
=musc for moar damage
-void
-reactive for more outgoing damage and paralytic for less incoming damage
-barrier (alternate with void)
-clock or war