The "blastermind": can it be done?


Adeon Hawkwood

 

Posted

For those of you who don't know, a "blastermind" is a MM that does not take any pet related powers, instead relying on only their blasts, secondary, and pool powers. The original blastermind set was Thugs, for the dual pistols, but that has become obsolete since DP came out as a set for Blasters, Corruptors, and Defenders. Now the only suitable reason to create a blastermind is for the whip in Demon Summoning.

Is there any way to make this a viable addition to a team, and not just an XP leech?

Play to your secondary, take some team oriented pool powers (leadership). Anything that can be done in order to play this character and not be a giant drag on everyone else you team with?


"You must never imagine, that just because something is funny, it is not also dangerous." - Neil Gaiman

"You know what I love? People who respond with aggression and belligerence thinking it replaces logic." - Blue Mourning

 

Posted

Quote:
Originally Posted by Makai_No_Falco View Post
Is there any way to make this a viable addition to a team, and not just an XP leech?
No.

Anything you can do with a petless SlaveMind (because you're obviously the MASTER of NO ONE) can be done far more effectively with practically any other AT in existence (and yes, I'm including Peacebringers in that list of choices!). Masterminds are "bottom of the barrel" for damage using personal attacks and for buff/debuff powers.

Novelty concept/RP? Sure, knock yourself out!
Viable addition to a team, and not just an XP leech? Not so much ...


It's the end. But the moment has been prepared for ...

 

Posted

Magic Origin for the -Res temp power

Blackward, Sands of Mu, Nemesis staff to fill in attack chain gaps

Storms or Traps as the secondary:

Storms will get you 2 stackable non-MM pet powers and supplement your damage (the same as it would for the minimal attack chain having Controller)

Traps will net you stackable Caltrops, Trap Mines and Acid Mortar for needed damage fill

Fighting Pool will be helpful... even moreso when the pool changes take effect, as will the Leaping (and possibly the Presence) pools

Almost any EPP should help with survivability and additional damage (although Soul will give you OG to help you become a better minion killer)


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Posted

Well... you are more useful than the "pure-healer Empaths" that sometimes turn up so you've got that going for you. Otherwise... not so much.

As Yogi said Traps or Storm is the way to go since they at least deal some damage (don't bother slotting Caltrops or Acid Mortar for damage, they do very, very little, Trip Mine however does the same damage as the Blaster version).


 

Posted

Quote:
Originally Posted by Makai_No_Falco View Post
Now the only suitable reason to create a blastermind is for the whip in Demon Summoning.
What? Not a fan of the Beast blasts? I'm tempted to buy Beast Mastery to make a petless Beast/Storm because I like the blasts but think the actual Beast pets are lacking in every respect. I'll echo the notion that Storm is a good bet for your secondary, although I'm a masochist so I'd probably go Demon/Poison for -Res and Toxic damage reasons


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

Due to Masterminds having the damage modifiers of a gnat, a Blastermind is basically an oxymoron.

If you really want whip melee, then go for it, but thats the only reason to ever do it. You're basically gonna be a bad defender, so perhaps Defendermind is a better, if not as catchy, term. Because you won't be blasting.

EDIT: yea the beast blasts are cool, but they're summoning animals anyhow so I don't see why you'd do it petless. And Beasts are great defensively, and have good ST offense. A pretty middle of the pack (ahem) set.


 

Posted

Talk to plainguy. If I remember correctly he has a petless mm that he solo's at +4/8.


 

Posted

Which would be a benefit of expensive building that would be better on anything else. Like a defender or corruptor.


 

Posted

Not at all. Well it can be done, but it's never going to be anything more then the most gimped at everything. If you want to do it for theme though then go ahead, but don't expect it to actually be good.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Quote:
Originally Posted by Mad Grim View Post
Which would be a benefit of expensive building that would be better on anything else. Like a defender or corruptor.
I thought the question was could it be done, not if it is a good idea. Obviously it can be done, and if the op wants some advice on how to do it rather than everyone saying what a bad idea it is, I recommend they speak to plainguy. I imagine he will poke his head in shortly.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
I thought the question was could it be done, not if it is a good idea.
/em checks OP again

No ... I'm pretty sure the question was if it would be an XP leech ... which pretty strongly suggests that the underlying question is whether or not it would be a Good Idea™, if only by virtue of the fact that "Good Ideas" for builds rarely wind up as XP leeches.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by SinisterDirge View Post
I thought the question was could it be done, not if it is a good idea. Obviously it can be done, and if the op wants some advice on how to do it rather than everyone saying what a bad idea it is, I recommend they speak to plainguy. I imagine he will poke his head in shortly.
The question was, would it be viable for team play or just an XP leech. The answer is no. Is it capable of +4/8? Sure, but its still going to suck like mad in any sort of team enviroment. Just because it can manage +4/8, doesn't mean its going to be able to meaningfully contribute in a team enviroment outside of its still subpar support powers.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Quote:
Originally Posted by Paladiamors View Post
The question was, would it be viable for team play or just an XP leech. The answer is no. Is it capable of +4/8? Sure, but its still going to suck like mad in any sort of team enviroment. Just because it can manage +4/8, doesn't mean its going to be able to meaningfully contribute in a team enviroment outside of its still subpar support powers.
So your saying that a petless mastermind that can SOLO 4/8, which is equivalent to a 8 player team fighting level 54 mobs cannot contribute to a team ??

What does this player do when he is SOLOING 4/8.. Talking the mobs to death ? Convincing them to give up and go home ?..

How is this petless mastermind killing these mobs with his subpar support powers ?

Look I have played this game for 7 years.. I'm no genius, I'm not the guy who figures all this stuff out about the game.. I read what other people post about the game mechanics and try to absorb that info. I think I did a decent, NOT GREAT, but decent job at it. That is the reason I have that stuff in my Signature. So others can learn what I learned and make the game a bit more fun for them sometimes. I think everyone wants at least one toon that can do it all. For me its just about all my toons that can solo 4/8 regardless of AT.

So what your saying is that my petless mastermind in which I posted a video fighting incarnate mobs on 4/8 setting is subpar ?.

Look lets get some reality into this conversation. The amount of players that post on these forums compared to how many play this game is small. The amount of players on these forums who care about the game mechanics is even smaller. End result defense cap players are a small part of this game.

The simple point is players don't care or understand, that I used my 2nd build to slot my Petless mastermind with full pets and used Single Origin enhancer and ran all the incarnate trials with zero complaints. No one cared. You know why. Because they seen this LESS THEN DEFENSE CAPPED player run up with 6 pets in tow. That is all players care about, that you have what they expect to see. Not what you can do, because they don't UNDERSTAND THE GAME MECHANICS or care to understand and I don't blame them because I used to be that way as well for many,many years.

Now I'm NOT gonna stand here and tell you OH MY GOSH, My petless mastermind can solo 4/8 and do it faster then any toon in this game.. But it can solo 4/8 when half the player base can't even do 2/4. I don't about you I would rather have a petless mastermind that can solo 4/8 on Incarnate mobs then a player that can't do 2/4 on regular content on a team.

All I can say is I am willing to put my petless mastermind to the test against any of your masterminds. We do an AE mission on 4/8 make it a clear all. I am willing to ignore 2 or 3 stragglers for the purpose of the test / competition. We can get other forum posters to join with stalkers or that have some sort of stealth not to interfere with the mobs and aggro. End result your fully slotted mastermind should give my petless a spanking. Personally I don't think it will, but I am ready and willing to eat crow.

Just a simple anything goes beyond some sort of crazy warbug nuke power. Do what you need to stay alive. Run away, use a temp grenade, bite the mobs on the ankle. I'm just looking to make sure that the majority of the work gets done by powers you picked for your build and not some Temp power you crafted.


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

I'm not going to quote that, but here's a reality check for you: Those 4/8's are you alone. You aren't competing to get off shots, you aren't sharing damage with some one else. In the same length of time it takes you to go through a group, an actual blaster/brute/what have you will have gone through two, or three. So no, you are NOT going to be adding all that much damage when you are in an ACTUAL TEAM. Support we masterminds are better off its true, but we are STILL SUBPAR. Our powers are purposefully struck down from regular support powers; Half range, less healing, less damage in those cases, what have you.

In summation, big difference in soloing and in being in a group and doing what have you task forces with other people.

Edit: What I have said, by the way, does not make what you have done any less impressive.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Just wanted to add with the changes of i24 coming it might make certain pools even better for a petless mastermind idea.

Storm is good, but the issue is mobs not tagged from Hurricane can pose a problem. You would need Range defense cap and mid level AOE and Melee which would be capped out by Hurricane Debuff.

I was thinking a Dark Beast Mastery with last pet. Range defense cap and Darkest night caps out Melee and AOE.

I don't go full petless just because I enjoy the look of 1 pet also. For the most part on 4/8 one pet does not survive that long anyways. My pet usually dies in the first fight. On occasions it will last a few fights because of how things just work out and how much attention I pay to it.

Was also thinking Demon with the 2 mid level pets seems interesting, because one pet heals and gives you resistance buffs and the other fights.

Further as a side note to this petless mastermind idea. For a player like myself I have 3 pages of toons with 90% Defense capped in some sort of way shape or form and Incarnate slotted to +3. So I needed a challenge to make this game interesting for me. If you have 20 toons and only 2 are level 50 and one might be barely defense capped then you will not understand until you possibly get in my position.


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 got quite the ego, don't you? Keep in mind that we aren't talking about you, and what you are capable of. We are talking about some one ELSE. And that some one else, no offense intended to them, may not have your vast experience or know how.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

/em popcorn


"Forum PvP doesn't give drops. Just so all of you who participated in this thread are aware." -Mod08-
"when a stalker goes blue side, assassination strike should be renamed "bunny hugs", and a rainbow should fly out" -Harbinger-

 

Posted

A petless mastermind can be done. But for it to be in any way effective, it needs vast expenses. And those expenses could be used on literally anything else. So, like plainguy said, you'd only do it for concept or challenge reasons. Because, like I said, MMs have the damage modifier of a gnat. Alone, they are the single weakest AT in the game. The entire point is that they aren't alone. Playing a petless MM is like playing a Blaster with no attacks, or a tank with no armor.

It can be done, but its silly.


 

Posted

Quote:
Originally Posted by Paladiamors View Post
You've got quite the ego, don't you? Keep in mind that we aren't talking about you, and what you are capable of. We are talking about some one ELSE. And that some one else, no offense intended to them, may not have your vast experience or know how.
I don't have an ego.

You said petless was gimped at everything and not actually good.

Even after someone posted that it can be done you continued to say how weak they are. You could have stopped, did a search for the name he posted. Looked 1 or 2 pages back and found the thread with the build, the video and said anything else. But you didn't, Instead you took a shot at speaking off the cuff about something you might have heard from someone else that petless masterminds where gimpy and no good without any real facts.

I'm here to say your wrong or misinformed.

As I already stated I'm not here to say its the best build and it's a instant I win button for the game. I'm saying in the reality of actual game play it does very well because most players have zero clue about defense cap or how to obtain it.

I'm not saying go find the biggest brute, tank or scrapper and challenge him to a fight. I am saying that you will find that you can beat out many brute, scrappers or tanks because your leveraging something they have no clue about. Then there are those that will knock you on your backside because they can leverage the same things you can, just better.

But beyond all of this, the biggest obstacle will be the narrow minded players. Because they don't see 6 pets so automatically see gimp. They don't look beyond that to the set bonuses offered by a build.


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 Mad Grim View Post
A petless mastermind can be done. But for it to be in any way effective, it needs vast expenses. And those expenses could be used on literally anything else. So, like plainguy said, you'd only do it for concept or challenge reasons. Because, like I said, MMs have the damage modifier of a gnat. Alone, they are the single weakest AT in the game. The entire point is that they aren't alone. Playing a petless MM is like playing a Blaster with no attacks, or a tank with no armor.

It can be done, but its silly.
lol, I think your missing what I'm saying.

Yes I did do it for the challenge because I have many toons of assorted ATs that can do 4/8.

But a petless mastermind is viable but only if the teammates understand game mechanics. Unfortunately our dealing with the thoughts and misconceptions of real people. How many people thought that just touching some people would spread a disease, just to find out later they where wrong. The same thing applies here.

A well slotted petless mastermind can replace an poorly slotted toon on a team. But you would have to have a team lead that understood game mechanics and understood how to look at builds and get an idea about a build or at least enough to ask a few more questions.

Your not gonna get that here unless I'm the team lead at least. Because I've seen what they can actually do.

Again I'm not going to say all petless masterminds are equal, because they clearly are not. Such as many fully slotted builds are not a good as others. Robot Traps Vs Necro Poison for example.


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

I'm not saying that a well slotted petless mastermind is bad, or can't do anything. I'm saying that an equally well slotted anything else is better.

I'm also saying that its silly.


 

Posted

Here is a quick example for a 'petless' Demon/Traps:

Its built with some focus on recharge; you'll need it to help you stack your -resis debuffs and keep those stacks for longer periods of time (from your primary attacks as well as multiple Mortars).

The recharge will also help you to maximize the damage output from *Caltrops and Mines

The costs associated with this build shouldn't be too prohibitive; especially once you start pulling in money from higher level content and sell-offs. (Tickets, Merits and Alignment Merits will also be your friend in the long run)


*[Yes, I stand by my Caltrop slotting:

The 2 Recharges (plus your globals) will allow you to stack a patch of 3 (tripling its damage) for about 5 seconds (while you'll still be doubling it for around 20secs).

Hasten will increase that triple damage for 15 seconds; double damage for 30. Invest the time into getting Force of Nature and (with Hasten) you can 4x that damage briefly.


When I have room to fit Damage into Caltrops, I do; especially being that I'm utilizing so much -Res. Two Acid Mortars should be able to whittle down most resistances to the point that you are getting the full value of your slotted damage ticks (x2, x3 and x4); your Whips allow for even more damage from your Caltrops.

The 2 Slows will help to keep them soaking up that damage

Combined with Poison Trap; Caltrops aren't even having to fight against Regen anymore. ]

The build will softcap you in four areas; provide decent defense everywhere else and give you some resistance and (a biggie) mez protection.


This will make you a minion killer, primarily and you'll also be a benefit to your team by adding team defense buffs and a massive amount of enemy resistance debuffs (although a Sonic/Trap Corr would be a better version of this).


[I didn't include Accolades or Incarnate Abilities into the build although I would always suggest getting Force of Nature and Demonic Aura (or their Heroside counterparts) for all toons. For Incarnate; Agility Core (+rech/+def) and Reactive Radial Flawless (more damage and more resis debuffs (ie. more damage).]


==============================





Villain Plan by Mids' Villain Designer 1.96
http://www.cohplanner.com/

Click this DataLink to open the build!

i23 Sample Petless 1: Level 50 Magic Mastermind
Primary Power Set: Demon Summoning
Secondary Power Set: Traps
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Corruption -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(7)
Level 1: Web Grenade -- Empty(A)
Level 2: Lash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 4: Caltrops -- RechRdx-I:50(A), RechRdx-I:50(5), Slow-I:50(5), Slow-I:50(15), Dmg-I:50(40), Dmg-I:50(42)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 8: Crack Whip -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(9), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rng:50(33), Posi-Dmg/Rchg:50(33), FrcFbk-Rechg%:50(34)
Level 10: Acid Mortar -- RechRdx-I:50(A), RechRdx-I:50(11), Achilles-ResDeb%:20(11), LdyGrey-%Dam:50(37), Posi-Dam%:50(37)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 14: Tough -- EndRdx-I:50(A), ResDam-I:50(15), ResDam-I:50(34), S'fstPrt-ResDam/Def+:30(34)
Level 16: Force Field Generator -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(17), LkGmblr-Def/EndRdx:50(17)
Level 18: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def/EndRdx/Rchg:50(19)
Level 20: Poison Trap -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(21), BasGaze-Rchg/Hold:30(21), BasGaze-EndRdx/Rchg/Hold:30(29), NrncSD-Dam%:30(43), G'Wdw-Dam%:50(46)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(23), LkGmblr-Def/EndRdx:50(23)
Level 24: Jump Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(29)
Level 26: Spring Attack -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(27), Erad-Dmg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(37)
Level 28: Aid Other -- Numna-Heal/EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(43), Numna-Heal:50(43)
Level 30: Aid Self -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(31), Numna-Heal/EndRdx/Rchg:50(31)
Level 32: Super Speed -- Clrty-Stlth:50(A)
Level 35: Trip Mine -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Dmg/Rchg:30(36), OvForce-Dam/KB:50(36), Armgdn-Dam%:50(40)
Level 38: Dark Embrace -- EndRdx-I:50(A), ResDam-I:50(39), ResDam-I:50(39), GA-3defTpProc:50(39)
Level 41: Oppressive Gloom -- Rope-Acc/Stun:50(A), Rope-Acc/Stun/Rchg:50(42)
Level 44: Soul Storm -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45), Dmg-I:50(46), Dmg-I:50(46)
Level 47: Soul Tentacles -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Acc/EndRdx:50(48), Enf'dOp-Immob/Rng:50(48), Enf'dOp-EndRdx/Immob:50(48)
Level 49: Seeker Drones -- Cloud-Acc/EndRdx/Rchg:30(A), Cloud-ToHitDeb/EndRdx/Rchg:30(50), Cloud-Acc/ToHitDeb:30(50), Cloud-ToHitDeb:30(50)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Supremacy
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:50(40)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A)
------------
------------
Set Bonus Totals:

  • 19.75% Defense(Smashing)
  • 19.75% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 19.75% Defense(Energy)
  • 19.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 12.88% Defense(Melee)
  • 12.88% Defense(Ranged)
  • 6% Defense(AoE)
  • 5.85% Max End
  • 9% Enhancement(Accuracy)
  • 3% Enhancement(Immobilized)
  • 50% Enhancement(RechargeTime)
  • 111.4 HP (13.88%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilized) 10.75%
  • MezResist(Sleep) 2.5%
  • MezResist(Stunned) 2.5%
  • MezResist(Terrorized) 2.5%
  • 8.5% (0.14 End/sec) Recovery
  • 60% (2.01 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 1.88% Resistance(Negative)
------------
Set Bonuses:
Thunderstrike
(Corruption)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Kinetic Combat
(Lash)
  • MezResist(Immobilized) 2.75%
  • 12.05 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Boxing)
  • MezResist(Immobilized) 2.75%
  • 12.05 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Positron's Blast
(Crack Whip)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Luck of the Gambler
(Force Field Generator)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Poison Trap)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.33 HP/sec) Regeneration
  • 9.04 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Jump Kick)
  • MezResist(Immobilized) 2.75%
  • 12.05 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Eradication
(Spring Attack)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 18.07 HP (2.25%) HitPoints
Numina's Convalescence
(Aid Other)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints
Numina's Convalescence
(Aid Self)
  • 12% (0.4 HP/sec) Regeneration
  • 15.06 HP (1.88%) HitPoints
Eradication
(Trip Mine)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Gladiator's Armor
(Dark Embrace)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Rope A Dope
(Oppressive Gloom)
  • 6% (0.2 HP/sec) Regeneration
Basilisk's Gaze
(Soul Storm)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Enfeebled Operation
(Soul Tentacles)
  • 3% Enhancement(Immobilized)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Cloud Senses
(Seeker Drones)
  • Status Resistance 2.5%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

After reading the last post I forgot to mention that these types of builds are VERY, VERY endurance heavy. Being 6 slotted for endurance and having some sort of endurance recovery power is not out of the question.

@Mad Grim

I get what your saying now. I misunderstood what you were saying. My bad, sorry..

This is what I am running atm.
There are some noticeable changes I can make by slotting in some purple sets, but the gain to me is minimal. I can just slot in some enhancement boosters and get some similar benefits.

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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

I notice that you have the KD proc in Caltrops; how does it behave in that power? (I tried asking elsewhere and got nothing)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
I notice that you have the KD proc in Caltrops; how does it behave in that power? (I tried asking elsewhere and got nothing)
Yes it does. I notice that just about every time for the first time I place it mobs fall down. Afterwards its a bit less, but the first time for some reason it is almost 100%. I think it just might be bugged that way.

I'm gonna add for those that don't know that lockdown proc for the mag 2 hold in poison trap is also very, very, very good. I am completely amazed every time I see it go off. There are times just when I thought poison trap was done I see 2 or 3 mobs just instantly get held in that electric bubble.

It is those things about Traps that literally allows you to ping pong off different soft control abilities of Traps along with Trip mine to clear out mobs. The biggest issue is having mobs just leave me alone so I can place a trip mine. If I can do that then those mobs are gonna blow up every 6 seconds.

My biggest claim to fame was doing LGTF and fighting the 4 horseman named Rikti. We zipped to the end part in the sewers and TPed the team. Team wiped except me. I ran to tunnel entrance of this big room and set up with my Sonic Traps Corruptor and just killed Rikti making Wakes and Break Frees. I cleared up mobs in the area and ressed key players ( healers and buffers ) and rebuilt back the team. The only person who didn't wait was the Brute who ran back. It was very definitely a cool moment. Just about all the players on the team wanted to know my build.

Granted not a petless mastermind moment, but I am more talking about Traps then anything else. I always boast that no other set can do what Traps does only because it affords you true defense cap and a nice AOE attack like Trip mine.

Storm and dark come close, But I just do not have the overall confidence with Hurricane hit debuff and Darkest Night hit debuff. I have a Dark electric defender and when the Darkest Night anchor dies or runs off I notice it immediately. Granted I use them and leverage those tactics as I also have a Storm sonic Defender. But I like the security blank of Traps.


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