Jump to content

Warlawk

Members
  • Content Count

    90
  • Joined

  • Last visited

Community Reputation

44 Excellent

Recent Profile Visitors

64 profile views
  1. We all know that time is amazing. It has an amazing toolkit and is probably slightly overtuned. I've been working on a project to compare the various primary sets from a common baseline secondary and decided on time since it works well with everything and is a very versatile and well performing set, it is a fantastic set for people just checking out mastermind for the first time as well. This is intended to be a comparison of how they feel to level and play, not a number-crunch-pylon-speed-test sort of guide. Those are very valuable and have their place, but this thread is not that place. For each set I will present my thoughts, my experiences leveling and playing it and then a complete IO build for it. ***This thread is currently a WIP, I am still in process of leveling some of the builds. Each specific build section will contain the info for how far I have actually played that set.*** Disclaimer here at the beginning. I am presenting my experience and opinions, not fact. This guide represents my outlooks and approach to playing masterminds. It is not the only way, the right way or anything other than my way. Once I am leveled up enough to have all my pets I almost exclusively solo and that will be reflected in my build choices. I consider most primary set attacks to be a trap. There are exceptions but most of them are terrible and a waste of your time that will do nothing but waste your endurance. I also consider Masterminds to be complete and actually ready to play NO EARLIER than level 26, more likely 32. These are the levels for your T3 pet and the final pet upgrade respectively. In the early levels you will feel weak and soloing is often tedious. My advice for early level play is actually to join teams and focus on keeping your pets out of doorways and using your support abilities to supercharge the team. Important note for all builds. Power Boost is a short duration buff but any clicky powers will retain the boost for their entire duration. This equates to an extra ~6% defense and ~5 ToHit on your Farsight and is key to keeping your defenses and pet accuracy topped off once you have it. You will see a lot of crossover on slotting between the builds as they all have a similar goal. S/L defense will cover something like 90% of the enemy attacks in the game, so the goal is to softcap S/L defense and then get Perma Hasten and as close to perma Chronoshift as possible without sacrificing too much. This provides a universal survivable baseline for the MM themselves and lets me judge how the different primary sets perform. Beasts/Time (Not yet rolled) Demon Summoning/Time (Played to 50) Mercenaries/Time (Played to 34) Necromancy/Time (Played to 50) Ninjas/Time (Played to 46) Robotics/Time (Played to 50) Thugs/Time (Played to 50) For any prospective new Mastermind players trying out the AT I highly reccommend the Numpad bind controls listed in my signature. I then program my extra mouse buttons to trigger the most commonly used binds but I like having the full set available for when I really want to finesse something. I am open to any questions or commentary!
  2. We all know that time is amazing. It has an amazing toolkit and is probably slightly overtuned. I've been working on a project to compare the various primary sets from a common baseline secondary and decided on time since it works well with everything and is a very versatile and well performing set, it is a fantastic set for people just checking out mastermind for the first time as well. This is intended to be a comparison of how they feel to level and play, not a number-crunch-pylon-speed-test sort of guide. Those are very valuable and have their place, but this thread is not that place. For each set I will present my thoughts, my experiences leveling and playing it and then a complete IO build for it. ***This thread is currently a WIP, I am still in process of leveling some of the builds. Each specific build section will contain the info for how far I have actually played that set.*** Disclaimer here at the beginning. I am presenting my experience and opinions, not fact. This guide represents my outlooks and approach to playing masterminds. It is not the only way, the right way or anything other than my way. Once I am leveled up enough to have all my pets I almost exclusively solo and that will be reflected in my build choices. I consider most primary set attacks to be a trap. There are exceptions but most of them are terrible and a waste of your time that will do nothing but waste your endurance. I also consider Masterminds to be complete and actually ready to play NO EARLIER than level 26, more likely 32. These are the levels for your T3 pet and the final pet upgrade respectively. In the early levels you will feel weak and soloing is often tedious. My advice for early level play is actually to join teams and focus on keeping your pets out of doorways and using your support abilities to supercharge the team. Important note for all builds. Power Boost is a short duration buff but any clicky powers will retain the boost for their entire duration. This equates to an extra ~6% defense and ~5 ToHit on your Farsight and is key to keeping your defenses and pet accuracy topped off once you have it. You will see a lot of crossover on slotting between the builds as they all have a similar goal. S/L defense will cover something like 90% of the enemy attacks in the game, so the goal is to softcap S/L defense and then get Perma Hasten and as close to perma Chronoshift as possible without sacrificing too much. This provides a universal survivable baseline for the MM themselves and lets me judge how the different primary sets perform. Beasts/Time (Not yet rolled) Demon Summoning/Time (Played to 50) Mercenaries/Time (Played to 34) Necromancy/Time (Played to 50) Ninjas/Time (Played to 46) Robotics/Time (Played to 50) Thugs/Time (Played to 50) For any prospective new Mastermind players trying out the AT I highly reccommend the Numpad bind controls listed in my signature. I then program my extra mouse buttons to trigger the most commonly used binds but I like having the full set available for when I really want to finesse something. I am open to any questions or commentary!
  3. Added an update to the OP from @12thPower with some great info about changing up slotting to line up your burst cooldowns and get a free floating slot out of the deal! Great catch man, thanks for sharing!
  4. So, it hasn't been brought up in the thread specifically... that much defense is overkill. Softcap is 45% defense. While having a bit of a cushion is nice for some content and it's higher in Incarnate content the return on your investment is generally just not worth it. Doubly so when you account for the fact you'll be running Time' juncture for additional -tohit on enemies. S/L defense covers 90% of the things in the game, so investing heavily to cap the others usually is not worth it. The low rech in the build hurts me. This is how I went about building mine. I haven't done incarnate stuff with it as I have other MMs I want to get finished up before I really settle into one, but it was a breeze to level to 50. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Time Manipulation Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Power Pool: Flight Ancillary Pool: Mace Mastery Villain Profile: Level 1: Summon Demonlings -- SlbAll-Build%(A), SvrRgh-Acc/Dmg/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(3), BldMnd-Acc/Dmg(5), SprMarofS-Acc/Dmg(5), SprMarofS-EndRdx/+Resist/+Regen(7) Level 1: Time Crawl -- CrtSpd-Acc/EndRdx(A) Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(11), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(13) Level 4: Time's Juncture -- ImpSwf-Dam%(A), DarWtcDsp-ToHitDeb(17), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(48) Level 6: Enchant Demon -- EndRdx-I(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(19), ShlWal-ResDam/Re TP(50) Level 10: Super Jump -- Jump-I(A) Level 12: Summon Demons -- EdcoftheM-PetDef(A), EdcoftheM-Acc/Dmg/EndRdx(19), SvrRgh-Dmg/EndRdx(21), SvrRgh-Acc/Dmg/EndRdx(21), BldMnd-Acc/Dmg/EndRdx(23), BldMnd-Acc/Dmg(23) Level 14: Assault -- EndRdx-I(A) Level 16: Distortion Field -- NrnSht-Dam%(A), GhsWdwEmb-Dam%(25), GldNet-Dam%(25), Lck-EndRdx/Rchg/Hold(27), GhsWdwEmb-Acc/Hold/Rchg(27), UnbCns-Dam%(29) Level 18: Hell on Earth -- ExpRnf-Acc/Dmg/Rchg(A), SvrRgh-PetResDam(29), ExpRnf-+Res(Pets)(31), CaltoArm-+Def(Pets)(31), CaltoArm-Acc/Rchg(31), CaltoArm-Acc/Dmg/Rchg(33) Level 20: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-Rchg/Hold(33), BslGaz-EndRdx/Rchg/Hold(34) Level 22: Tactics -- AdjTrg-ToHit/Rchg(A), AdjTrg-ToHit/EndRdx/Rchg(34), AdjTrg-EndRdx/Rchg(34), AdjTrg-ToHit/EndRdx(36), AdjTrg-Rchg(36), AdjTrg-ToHit(50) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36) Level 26: Summon Demon Prince -- ImpSwf-Dam%(A), SvrRgh-Acc/Dmg/EndRdx(37), SprCmmoft-Acc/Dmg/EndRdx/Rchg(37), SprCmmoft-Acc/Dmg/Rchg(37), SprCmmoft-Rchg/PetAoEDef(39), SprCmmoft-Dmg/EndRdx(39) Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(39), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40), Rct-ResDam%(42) Level 30: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 32: Abyssal Empowerment -- EndRdx-I(A) Level 35: Slowed Response -- AchHee-ResDeb%(A), TchofLadG-%Dam(42), TchofLadG-DefDeb/Rchg/EndRdx(42), TchofLadG-DefDeb/Rchg(43), TchofLadG-Rchg/EndRdx(43), ShlBrk-%Dam(43) Level 38: Chrono Shift -- EffAdp-EndMod/Rchg(A), Pnc-Heal/EndRedux(45), Pnc-EndRdx/Rchg(45), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(46), Pnc-Heal(46) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46) Level 44: Power Boost -- EndRdx-I(A) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) 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 -- Clr-Stlth(A), Clr-EndRdx(7) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(15) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) ------------
  5. And this is why I don't generally hit up the math side of things. I did not. That should put T1 around 91% to hit, much better.
  6. I updated the OP with earning numbers for the more finished incarnate builds for both the SS and the Savage. I think the savage would likely pull ahead with more refined play than just a macro running but it's still rock solid. I have an Elec Melee/Fire that I PLd to 50 but I still need to buy all the IOs and get some incarnates going for him, just curious to see how it will compare.
  7. You should post the build if you're willing! I consider myself a competent builder but I'm usually not an innovator or master by any means so I'm always on the lookout for builds to blatantly rip off ideas from that will inspire me with new ideas! 😁
  8. The full methodology should be laid out in the beginning of the post under the "assumptions are made" section. This was done with herostats running from the time you zone into the first mission until you click exit on the last mission. No pit stops were made to restock reds. If you do things differently that's fine just note such in your post!
  9. Gotta plug my farming thread in here! I would love to see what kind of inf/minute or hour you're running so we can get MOAR builds and comparisons!
  10. Will try to remember to do some testing on Degen interface soon. Endurance should stabilize a bit with T1-2 Ageless and be a complete non issue with T3-4. Yeah, I wouldn't go XP off until you're satisfied with your incarnates. You can change the setting any time you want though so if you need some cash fast for blow and hooke... groceries or something you can switch it then do more farming for vet XP later. How complete is your build in regards to incarnates and such? I feel like this could be a great gain on a build that's still in progress but with a finished build and T4 musculature you ride so close to the damage cap much of the time that the BU proc would be wasted. You shouldn't need the accuracy and the damage would be overcapped. Just something to keep in mind as you perfect your build, pop that damage bonus attribute monitor up on screen and keep an eye on it. EDIT: Tested out Degenerative on the rad/fire and saw a jump from 2.19M inf/minute to 2.288 so it's an improvement for sure.
  11. This, AE exemplaring seems a little quirky sometimes.
  12. I did a couple of respecs for updated builds today. The spines/fire build got an overhaul and has climbed back to top spot for inf/minute. The difference between rad and Spines is so close it's easily within variance for mob placement and RNG. I've updated the OP with the new inf earnings and the new build. I also did a respec on the rad/fire but it was a complete wash on effectiveness. It was clocking 2.19 mil inf/minute which again is well within the variance for RNG and mob placement. No updates to the OP on this since there was no appreciable change. Will probably focus on getting some more incarnates worked up for the Savage and SS so I can rerun their numbers from a more competitive spot in the coming week.
  13. Defenses look good, the main thing that would worry me is the global rech feeling a bit low. I think this would probably be better for content outside of AE than most dedicated farming builds but you're going to end up having to use those cones in your core attack chain I think while farming. It's possible (likely) that my own bias against cones in kicking in, but I'm not a fan of that. Should do pretty well though, I wouldn't anticipate any issues there really.
  14. Import/Export and choose either short or long forum export. So I can't get Herostats to work on the test server right now, I ran it through a couple of the asteroid maps to get a feel for it. The damage is good but it has to give up a ton of recharge to get enough defense/resist to do the job. This keeps Blizzard and Bonfire from recharging as fast as you need them to move between packs. Even rotating them and actually paying attention to my farming instead of letting the macro run I feel like they were only up for 3/5 groups or so. Now, that speaks well for the raw damage output but it means there are tons of runners. The damage is there for sure but the mob scatter is painful and plentiful. The thing with Herostats not working on test is known and posted so hopefully I'll be able to run some hard numbers on it soon. Might tinker with the build a little bit to see how far it can be pushed. All those plain level 50 recharge hurts my sensibilities! 😉 Also, about to update the OP with a WIP SS/Fire Broot
  15. I was actually coming here for exactly the same thing. Will be keeping an eye on the thread.
×
×
  • Create New...