Newbiemind needs some advice
Thugs/Traps will be strong. I suggest giving my MM guide a read. Green link in my signature.
For what it's worth, I get plenty of use out of trip mine and poison trap without teleport foe. I just drop them in the middle of the spawn.
Where to now?
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don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Thugs/Traps is gonna be a powerful combo, any secondary that gives +def works very well with Thugs because the Enforcers have a huge def bonus to all.
Other powerful combos would be Thugs/Time and my personal favourite Thugs/Dark. Having a large group heal is always going to be beneficial on a MM.
I Reccomend taking the 5% +def aura IO's and slotting them in your tier 1 and the recharge intensive pet +def in Gang War On the topic of Gang War, I alwa take Burnout on my Thug MM's, it lets you instantly summon two Gang Wars which is just fun.
That is a good combo for sure. You might also consider time, dark etc... if you have concepts for them. No need to limit yourself to one gang.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Thanks for the tips! Reading Dechs' guide now.
I went with Thugs/Traps mainly because of a concept (which I can't really give away right now. This is a part of a very large RP plot event for the Virtue Server and I wanna prevent all possible spoilers during the planning stage XD )
As far as defence goes, I do like the look of it, especially when going in tandem with Scorpion Shield, and Power Boost will help a lot.
Given the up-coming adjustments to the power pools, which pool would be best for investing the most attention in, Leadership or Medicine?
My over all advice to anyone making a Mastermind is pretty much the same...
Masterminds (IMHO) are the best over all archetype in the game due to the fact that they wield an incredible amount of damage, buff/debuff, control, and tanking all in one character. And, you can do all of it at the same time without needing to sacrifice anything.
In view of that, any Primary/Secondary can combine well. So, it is up to you to make the combo work the way you want it.
However, if you are wanting to experience the power of Masterminds in a way that is fairly easy, I would suggest picking Time Manipulation as your secondary set. Time Manipulation is a good all-around set that isn't complicated.
And, the best way to envision a Mastermind is to think of yourself as a 7-man team. Your 6 pets are the Blasters/Scrappers with the Tier 3 pet being a mini Dominator. You, the 7th person, are the Defender/Tank part of the equation having access to excellent buffs/debuffs/controls and if you make Provoke part of your build you can act as the tank (your defenses are a lot sturdier than you think especially if you can abuse bodyguard mode which Provoke lets you do easily).
Other than that, Masterminds become a bit "auto-pilot" once you get used to handling them.
Oh, and you should look in the Mastermind guides for the Numpad pet controls. Those binds will help a lot.
@ Dr Gemini
�If we would come together and be great role models, it would be amazing to see how the next generation turns out.� |
Hey there!
I've wanted to get a Mastermind for a while now, and was thinking of how I could do it.
I have a Thugs/Traps sitting in my character list at the moment, but if there are any better combinations for Thugs to go with, let me know.
I've been trying out some builds, the latest one being something that would utilise Teleport Foe, Poison Trap and a ton of trip mines, but that might be a bit unconventional and highly drawn out for certain things.
Any advice people could offer in regards to builds and play style would be fantastic.