Eight Masterminds - Demons or Thugs?


Dechs Kaison

 

Posted

As the title says, I'm trying to figure out which is the most hysterical of the two to utilize as eight people. As I see it, Thugs would be capped off at Defense and ToHit with no outside help, and have a substantial amount of +DMG.

Demons would have staggering +Resistance to everything, including the Masterminds, and could stack numerous -Resistance debuffs from the Whip Attacks and Hellfire Attacks. Not to mention AoE healing and healing in general.

It would seem the Demons would be tougher by default, not considering secondaries. My 'fear', however, is 48 pets all trying to swarm into melee at some point. Mostly due to the Demon Prince and Hellfire Gargoyle only really shining from melee.

Ultimately, which would be the most brutal between the two? Finally, what secondaries should the Masterminds be for ultimate hilarity/POWAH?

If you think another Mastermind Primary would be superior for this, suggestions are good!


 

Posted

Quote:
Originally Posted by Reppu View Post
Ultimately, which would be the most brutal between the two? Finally, what secondaries should the Masterminds be for ultimate hilarity/POWAH?
My only concern is that the resistance shields from ember demon may not stack across Masterminds, but I do think they'd be the more powerful choice.

As for secondaries? Two darks, two thermals, and four traps. That way you can break off into teams of dark/thermal/doubletraps. Softcap abounds and you got all the right debuffs.

Quote:
Originally Posted by Reppu View Post
If you think another Mastermind Primary would be superior for this, suggestions are good!
No, you certainly picked the best stacking masterminds.


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Posted

Quote:
Originally Posted by Reppu View Post
If you think another Mastermind Primary would be superior for this, suggestions are good!
Ninjas , because NINJAAAAAAAAAAS!!!


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Posted

Pure power? Demons. Shields stack, healing works, Lord has a hold (thats mag16 hold on AV's), pretty much mayhem.

Efficient? Thugs. You dont want 24 huge size demons trying to fix through 1 door, nor you want them to trying to smash 1 mob.

Thugs will get the upperhand if you mix up several secondairy, sonic with thermals for resistance, FF and time to wrap up the defense. They are more 'agile' to move around and having 8 brute-wannabe's will give you plenty of agro and softcontrol. They only have no hardcontrol abilities, that might give minor issues.

Can it be done better? Ninja is pretty sick, 8 stacks of Fire Rain is pretty sick, 8 stacks of calltrops can wrap em up. Damage i think they will be on the upperhand, as long they have a spot to stand and wack stuff.

Necro can be fun, 8 stack fear, 8 stack hold, insane ammount of -acc debuff (if graveknight also sticks at range) and also pretty solid with selfheal to top off the cap resist/defense.

Mercs.. lol no.

Bots will suffer the same issue with movement, but they do tend to stay ranged alot more then Demons. Assault bot swarm x 8 = lol. But the sound of 8 walking robots.. thats gonna fry your speakers.

Personaly i would pick Necro, Army of Death, diverse and strong control. Most efficient i would either pick Thugs or Robots, though both lacking hardcontrol.


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Posted

8 Masterminds on a team is a lot. My big concern would be melee centric minions tripping over each other trying to get in position to use melee attacks. I think 8 Robot Masterminds would be faster.

With all the capping and such, 2 darks, 2 thermals, 2 traps, I would slip a couple of sonic masterminds in there to put sonic disruption of the dark servants. Dark servants like to get in melee range. I might even go 2 darks, 2 thermals, 2 traps, a sonic and a storm if you really want -defense on your chewy targets.


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Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Your biggest concern should be big-body Demons blocking each other's path. Most Demon pets have AI to run in.

Thug, at least, have decent range attacks and they tend to stay at range. Only Bruiser would try to go in.


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.

 

Posted

Hilarity? Thugs, hands-down. Picture eight people firing off Gang War at the same time.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
Terrible bad idea. You've never heard of the Conservation of Ninjutsu?
How in the Eff do you even find stuff like that ?... The internet is a wild, crazy, magical place.


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

You've never seen TVTropes before? Oh, my friend, I predict many hours of link-trudging ahead of you.


 

Posted

Just make sure some of you have Team Teleport or else you'll get stuck places. Back when CoV was young and MMs were all the rage we had a team with 4 MMs in an Oranbega map. I used Team Teleport to move us down the hall. With the pets set on aggressive, we were like a Gelatinous Cube, a short TP-hopping wall of death.


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Posted

Quote:
Originally Posted by TheCalculate View Post
You've never seen TVTropes before? Oh, my friend, I predict many hours of link-trudging ahead of you.
Why the hell did I click on that link? I read the entire thing and I had to resist clicking on the links in the article. Damn Dechs for posting a website full of useless information that's more interesting than things I actually have to study and remember for work and ya know, the rest in real life (which are far from fun to read so I don't memorize them as easily as this kind of stuff).


 

Posted

Soo... is this 8-man, 1-primary team happening? Because I'm totally in: even mercs would be awesome (maybe more awesome if you staggered aggro so specs used mezzes better) if there were 8 of them.

Dibs on the /stormie!


 

Posted

Quote:
Originally Posted by Katie V View Post
Hilarity? Thugs, hands-down. Picture eight people firing off Gang War at the same time.
I recall at least one themed VG that made a point of that; called The Army of a Hundred I believe.

These days we have Burnout (which allows for double Gang War), Thermal (because flaming Gang War is great fun) and AoE shield buffs; so I believe that would give you 108 flaming henchmen and 8 MMs, for a total of 116 guys on your side without temp power pets.


Arc #40529 : The Furies of the Earth

 

Posted

8*(1 mm + 6 henchmen + 10 posse(2 burnout)) = a max of 27*8 for a 216 man army. That can be up rather often with enough recharge build in. Thugs will also defense cap all of them, and to hit cap them, and provide a large damage bonus. Throw in some resist shields and heals and you are ready to take on the persian army.


 

Posted

Quote:
Originally Posted by Obscure Blade View Post
I recall at least one themed VG that made a point of that; called The Army of a Hundred I believe.

These days we have Burnout (which allows for double Gang War), Thermal (because flaming Gang War is great fun) and AoE shield buffs; so I believe that would give you 108 flaming henchmen and 8 MMs, for a total of 116 guys on your side without temp power pets.
How many fluffies did you include in the calculation?


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Welp, group has been assembled. It's only 6 so far instead of the intended 8, but I believe it's all we'll need. So far the group make-up is as follows:

3 Demon/Time (One of which is Reppu)
1 Demon/Dark
1 Demon/Storm
1 Demon/Thermal (Myself!)

Rules are as follows:

1) Demon Pet powers and Upgrades MUST be taken when appropriate
2) Maneuvers must be taken at level 8
3) Aside from that, pick as you please

So far with just the Ember Shield-stack alone, S/L and Fire resists are hard-capped for pets, and that's BEFORE Thermal's shields. MM resists rank well into 60%+ range.

With Six Maneuvers, 3 Farsights, and 3 Time's Junctures, Defense is basically softcapped (in TJ's case, by virtue of the -To-hit debuffing)

I can easily see us laying waste to TFs. It's a few degrees shy of ridiculous. I haven't even gotten into the Damage bonuses from Hell on Earth coupled with 6 layers of Assault.


However, picking out the proper PPPs is going to be a bit more difficult. The DS/TMs are likely going for Mace Mastery for Power Boost, but as for me (the Thermal) I'm not sure. I'm leaning towards Mu or Leviathan.


 

Posted

I have a Demons/sonic on Exalted that could 'pad' you to eight. I don't want to leave the SG I am in though.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.