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pblue

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Everything posted by pblue

  1. There is a villain alignment mission I tend to have trouble with. It's the one in which a seemingly infinite number of Ms Thystles, I think it's called something like "Annoying Ring Tone". It seems to be a whole order of magnitude tougher than other alignment missions. It makes me wonder if I am doing it wrong. Is there a trick to winning that mission other than just withstanding 'n' waves of Ms Thystles? For reference, I running this solo.
  2. Thanks for the tips. I've taken Entangle out of rotation and seen the power of overlappting Creepers with OSA for tougher fights. I haven't tried Flash yet, but I will add it when I respec. The bane of my existance though are status effects. I can be in control one minute but mods that can hold or sleep my Controller are devastating and soft cappting S/L defences isn't enough and I can run out of Break Frees pretty quickly. I guess that is life as a squishy.
  3. I have Plant/TA Controller I got to 50 some time ago and parked. Having picked the character up again recently, I am trying to find a satisfying attack chain. I feel like I have too many options and not all play well with each other. I am looking to respec, but I'd like to have a clearer sense of direction before I do so. To set the context, I play almost exclusively solo and with a pretty modest budget. These are my current thoughts about the attack chain: 1. Acid Arrow seems like a great opener, possibly backing it with Disruption arrow, when its up. 2. Area affects I can follow up with include Creepers, Roots and OSA. Creepers and OSA are both great but they are also seem to do kind of the same thing, except that Creepers duration makes it practically permanent and, if I am not mistaken, seems to follow me around. Roots as a DOT might not be impressive (I haven't tried adding proc to it) but it can be up every fight. That leaves a question of what is the role of OSA in this build? Its a signature power for TA, but I am not sure what to do with it. 3. For ST attacks, Ice Arrow with procs looks good. Strangler and Entangle do OK damage with fast their fast recharge. I don't know if I need all three. 4. Seeds of Confusion is great, but most of my other tools seems to work against it. 5. The Fly Trap isn't very aggressive especially if I keep at range which suits most of my other attacks. Still, it's good company. Any thoughts? Am I missing the point of some of these powers?
  4. Are there any drawbacks to running the Signature Story Arc (Who Will Die, Pandora's Box) via Ouroboros? I can never find the right contact at the right level and end up forgetting about them altogether.
  5. I seemed to have solved it by reinstalling the client. I guess some file got corrupted. PS In case this helps anyone else in the future. The visual glitch seems to occur when I had Outlines option on and Full Screen Antil Alias off (FSAA). The complication from me was that I could not change the FSAA setting. Once I reinstaled the client everything fell back into place.
  6. I usually play with the cel shader option on and thick outlines, have been doing so for well over a year. I logged in today and suddenly random noise across the screen This is all characters/zones, even on the character selection screen. I tracked this down to the Outlines option in the cel shader section. If the Outlines option on, I get all those visual artifacts appearing all across the screen, see the screenshots - same setting with and without Outlines. I restarted the PC and have been playing with the graphic settings, reset the settings to default and reduced the graphic setting right down, but I don't seem to be able to fix this. Any suggestion what to look at? My PC uses a AMD Ryzen 7 5700G for graphics, nothing exciting but it's never had issue with CoH before and I have not, that I am aware of, updated drivers or setting recently.
  7. Radiation works fine. I played it to 50 paired with Robots and the heal and debuffs complimented the bots nicely. The conventional wisdom though, as I understand it, is that Dark does everything Radiation does, better, so that's a consideration.
  8. If you are going for a duo concept, why not go for Heat and Cold? Apart from the thematic appeal, they are perfectly complementary with Cold giving you +Defence and debuff and Heat +Res and healing.
  9. I see the fact with Mace you can Defence any pet set as one of the attractions of Force Field. I agree, with some set it is overkill, but for squishy sets like Mercs and Ninjas it is transformative. Also I am not sure about Merc/Sonic. One of Sonic's best features, Sonic Disruption, works best with aggressive, melee pets. Force Field on the other hand is very good at keeping enemies at range, which is excatly what Mercs like.
  10. Not an general Mastermind incarnarnate guide as such, but the discussion on incarnate choices in this guide works applies to most other Masterminds.
  11. For petless-masterminds, the high Endurance costs must be murder.
  12. pblue

    Pet Procs

    Yeah, it can be hard to figure out how often a particular proc will fire off on a pet because they are triggered by specifc powers that pet uses and how frequently. For what it's worth, I think Overwhelming Force in the Tier 1 is generally a good idea, especially with melee pets. Cloud Sense proc in the Lich is a good bet. I tend to put Achilles Heel and Lady Gray on the Knights, but I haven't done the maths.
  13. Just a thought, if you are slotting full sets in you Oni and Jounin, where are you slotting the pet +DEF and +RES auras? Most builds break the set up in the pets to fix in the auras and the odd proc (Achilles Heel -RES proc in the Jounin is quite popular and it will help with the damage).
  14. I am happy with my Ninja/FF Mastermind which is now comfortably beyond Vet 100. I use just a cheap, casual build because I am a cheap, casual player, but playing solo I find it is more than competitive compared to my other cheap, casual builds, Mastermind or other AT. I don't think there is any secret trick or mystery about this combination. FF+Mace allows you to soft cap your Ninja in all positional Defences, which fixes the set's fatal flaw. The other FF tricks, to be honest, work better with ranged pet. The Ninja damage potential always seemed fine to me, especially if you concentrate your attacks, but I guess am easy to please. To eek more damage out of Ninjas, you may want to look at link below. Just bear in mind the personal attacks slotting is predicated on the high recharge (which Time facilitates).
  15. If we got the ability to customise Masterminds pets I'd don't think you'd be able to separate me from my computer again!
  16. 1. Kismet's +6 does not help pets, just the Mastermind. 2. In most instances, the effects of Power Boost only last a few seconds. On toggles like Scorpion Shield, it just a blip. Where is shines are long- running buffs. In those instances the power takes a snapshot at the time of casting and holds that value for the full duration of the power. 3. Mastermind personal attacks are if you have the spare Endurance and slots in my view, but it probably shouldn't be a priority. Beast's personal attacks help build up set's unique resource (the thing that works with Fortiy Pack, I can't recall what it's called) so there's that. You can also slot some IO enchancement with Proc effects.
  17. Sonic is Resistance-based, so I am not sure that is what you are looking for. For the record, levelling up my Necro/Sonic was hard, but now at Incarnate Level it is pretty good. I think Force Field is still a good solo choice on the basis it allow you to Defence soft-cap any of you pets (with Power Boost from Mace) and it offers a lot of knockback and repulsion. It is particularly good for ranged pets because then you can take advantage of Repuslion Field. You also get good deal of Defence for your Mastermind in the bargain and lovely, lovely mez protection (except Sleep, damnit!). Cold has a much richer set of tools. Sleet is awesome and you get an Endurance leaching power to help. The shields are a bit weaker (the Power Boost trick doesn't work with Cold) and building Defence for your Mastermind takes a bit more effort. Neither have any healing, so there is that. Time is a very strong contended in the Defence secondaries and it also has heals.
  18. I am one of the few, misguided fans of Force Fields for Masterminds. As a fairly casual, solo player FF get's pretty much any pet set to the Defence soft cap and after that it's easy street all the way. Having said that, I don't see synegry if you plan to go petless and team. Forcefield's other trick is all about repulsion and knock back. If it is not too late, may I suggest looking at Cold instead? The shields for you team are almost as good, but you get more -Res to stack with the whips and an Endurance management power to keeps the whips going longer. Or Traps so the Personal Force Field provides you more Defence and Acid Mortar again doubles up on the -Res? In the end you have to do what makes you happy. Nothing else makes sense. Whips are cool, Force Field is nicely hands off. It also leaves you with a lot of free slots to do something fun with Pool Powers.
  19. A little necro here (pun intended), I picked up my Necro/Nature again after dropping it once I'd hit 50. I can confirm that Entangling Aura is as good as advertised, certainly when solo and with melee pets. It is basically the lynchpin of the build, along with Spore Cloud. It's like all these healing power, but I can't use them because none of my enemies ever fight back! Overgrowth and Wild Bastion are excellent for tougher fights, like wehn the mobs might just get to hit back. I combine them with Power Boost, I think that works, but I probably wouldn't noticed if it didn't. Went recoloured Entangling Aura blood red and the rest of the Nature Power are on a white/gray scale. It looks quite impressive.
  20. pblue

    Props to MMs

    I agree, they look puny. On my Incarnate level Thungs/Cold, even solo, I only summon my Tier 1 for tough fights, like another Gang War.
  21. pblue

    Props to MMs

    As primarily a Mastermind player I really don't feel I deserve props. I pretty much solo all the time I find them easy to play, safe and fun and all this without having to spend much Influence. I feels like a very forgiving AT. I have play other ATs, they feel like hard by comparison. Then again, as my most played character is a Mercs/Force Field and that I also quite like Sentinels, clearly suggests I totally clueless and that I should learn how to play CoH for real one of these days. For what it's worth Thugs/Time should be very strong. I have a Thugs/Cold, I don't even bother summoning the Tier 1s anymore as the character is strong enough as is and the Arsonist, good as his DPS might be, is just annoying. Time however is a little bit of a late bloomer. Some of the best toys come late, especially if you want to combine them with Mace's Power Boost.
  22. I've got a dozen Masterminds at 50, including a Merc/Force Fields who is way passed Vet 100. What can I say, some of us get it.
  23. Without enhancements, you got to fall back on the classics. I think with Robots/Force Field and Power Boost one can just about get the robots somewhere in the vicinity Defence softcap. You don't need Recharge and least just enough Endurance to keep Dispersion Bubble and Maneuvers running at the very least (and probably something else).
  24. And he rides in on a motorcycle. That's class.
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