Making a Mastermind.. What to chose..?


Ashtoreth_NA

 

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Originally Posted by Ashtoreth_NA View Post
Using both the gun powers and the archery powers can be a pain.
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Originally Posted by MechaCrash View Post
People take the gun powers?
I certainly don't; there's an actual Dual Pistols powerset now after all.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Lewisite View Post
* Bots/traps - epic. This guy soft caps positionals and manages 60/60/40 sle resists. Seriously rough as coffin nails, he rolled right on through without a pause until incarnate trials. The pets have around 50+ defense too. (remember on incarnate trials that 45 def is not the cap, its 60)
Mind sharing your build?


 

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Originally Posted by Lewisite View Post
Woah no no, I wasn't intending to insinuate you where a noob or anything offensive like that -- I really didn't mean to offend sorry if I did. I'd much rather be friendly with everyone ;P We poor downtrodden MM's need to stick together in these harsh times

That said, the problem with killing a GM's regeneration is that they'll resist regeneration debuffs at the same 87%. So you'd really have to pile on a lot of -regen to do anything noticeable.

I haven't attacked any GM's by myself in aaaages, so I could be out of date on things but I've never seen anyone bother much with debuffing anything, they just resist it too much. I usually see the marathon method working.

Anyway /Pain is a great set that can do some seriously mean damage, throw in things like reactive and barrier and you'll eventually get through the rough early-incarnate stuff ok.

No worries I wasn't insulted, more found it comical and wanted to play it up

Aye, GMs resist even the - reg, but then again this is why - reg powers have MASSIVE numbers compared to other debuffs. Case in point a Pshyic Dom can hit over - 1000% Reg. Even a GM with thier resistance feels that one in the morning


Main: Praetor Imperium Elec/SS/Mu

 

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Originally Posted by Ashtoreth_NA View Post
Concepts are the true killer of characters. :'(
It really is a shame that so manyy fantastic Concepts have to give way for function in the game

I'd Kill for munition Mastery for MMs to complete my Thugs "gun totting lunatic" concept.


Main: Praetor Imperium Elec/SS/Mu

 

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Just my 2 cents on what MM to choose I rolled a Merc/Dark when CoV came out and it is still my fav. Can run normal missions, solo AV/GM's, does great on trials. Darks AoE heal is great for a starter MM, and the rest has nice control and debuff (remeber the dark rez and heal both have a -regen on them). Mercs are a solid set and later on if you want sets a Achilles Heel -res proc in Soldiers is just sweet.


 

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Originally Posted by Lewisite View Post
But yeah, the lesson is that you want moderate defense even if you have very strong -tohit
Debuffing resists works the same way. A good solid -20 res debuff is really a poncy -2.6. That wont do squat.

This is why it's always been a total myth that /poison was good at fighting av/gm's. It can do elite bosses tops - none of its debuffing powers stack even.

No, on both accounts above.

See http://wiki.cohtitan.com/wiki/Archvillain_Resistance to see what AVs resist. You won't find -damage resistance on the list. So that "solid -20 res debuf/f" is really a solid -20 (before level adjustments and specific damage resistance).

Also it is far from a myth that /poison is good at fighting AVs. I went through the Scirocco arc set for AVs and /poison definitely got the job done. It kills regen, lowers damage and damage resistance. I'm not going to say it's "the best" for AVs but "total myth"? No way.


Global = Hedgefund (or some derivation thereof)

 

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Originally Posted by Lewisite View Post
Anyway /Pain is a great set that can do some seriously mean damage, throw in things like reactive and barrier and you'll eventually get through the rough early-incarnate stuff ok.
I concur. First 50 was a bots/pain. If you slot 'em right and play 'em right, they can be pretty nasty.

The /pain secondary really comes into its own during the tougher battles. Normally, my bots are a pretty solid wall of damage. If I dismiss the Battle Drones and start throwing heals and buffs onto the Assault Bot, suddenly all my team's support is concentrated on the group's heavy damage dealer. Now factor in any Incarnate boosts and procs the MM might have.

In the last BAF Trial I ran, my A-Bot had to switch AVs repeatedly because he was grinding away hit points faster than the team attacking the other AV!


 

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One MAJOR thing you should keep in mind is a terrible problem that has been purposefully overlooked known as the Runi-In Bug. Which ever set you choose, you will find your pets LOVE to hug your enemies as they kill them. This even applies for pets without melee attacks. I'm not trying to discourage you, just warn you. So when it looks like you can't control them at all, remember it's not your fault. The Devs are just ignoring us right now.


 

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I always recommend Thugs/Pain as any beginners MM. It is absolutely the easiest combo to play and lets people get the feel of an MM before jumping into the tougher combos.

My first MM was bots/traps... loved it. But in retrospect, my Thugs/Pain makes the other look like it runs rampant to get the most out of the pets.

My favorite MM is a Ninja/Storm with team TP. It's chaos at it's finest.

Now reason I think Thugs did better... It comes with it's own tank... err brute.


Wassabi Grav/Kin 50 (before badges/accolades were in game) Pinnacle
Miss Command Bots/Traps 50 Justice

*others left off due to space issues

 

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Originally Posted by Lewisite View Post
/Dark rules, even if it is a debuff set. Protector bots can give you +11.9 def with good slotting. Double that on the battle drones and assault bot. Scorpion shield can do like +20 def. Aaaaand there! You can pseudo-softcap if you use all you debuffs and your dark servant.

Its ownage. There are probably even better ways to do that.

Check it out, regular mobs, even in incarnate stuff don't have anything like av/gm debuff resist, so your strong -tohit actually gets you father than a regular soft cap as long as you keep it up and on them anyway
I read in a post elsewhere (by elsewhere, I mean it was a thread comparing /Poison to other /Debuffs here in the MM forums) that with Darkest Night, Fearsome Stare, and Dark Servant together, you were already debuffing even cons by -66% ToHit.., meaning that without even a point of defense, you'd be pseudo-softcapped.


 

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Originally Posted by Zeh_Masteh View Post
I read in a post elsewhere (by elsewhere, I mean it was a thread comparing /Poison to other /Debuffs here in the MM forums) that with Darkest Night, Fearsome Stare, and Dark Servant together, you were already debuffing even cons by -66% ToHit.., meaning that without even a point of defense, you'd be pseudo-softcapped.
Yeaaaah, but who fights even cons? Also on incarnate stuff you won't get that full value, so, the more the better. You can never really have enough -ToHit and +DEF anyway. Lots of mobs have -DEF attacks, and 5-10% will always get through anyway so they'll hit.

Thats why is nice to have some solid resists too.