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Everything posted by Xandyr
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Hey all Got 2 RL friends that want the 3 of us to run Thugs MMs (since one of them figured out the Enforcers buff ALL other Thugs henchmen). One is pairing it with Nature, and the other is going Dark. For the most survivability, and to cause the most mayhem, what do you all think I should pair mine with? I'd like to see the suggestions and reasoning. This oughta be fun! -x
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Ahhh.. thanks for the clarification.
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Hey all I noticed you can put the Gaussian's Proc in Enforcers. Can anyone confirm if it procs for ALL the pets? And if it fires regularly/if it's worth slotting it? Appreciate it! -x
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I'll do my best. Other than my farmers, I only have 1 Brute I play (DB/Stone Armor). It's quite a bit harder to try to hit soft cap Defenses, and I still fell short on Energy/N. Energy (while in Offensive. In Defensive, this build will hit the Def softcaps for F/C/E/N.E). I guess the argument could be made for your Alpha....do you take Agility Core for the Recharge, End Mod, and Defense Buffs? Your E/N.E defenses would be at 43.14% in Offensive, and it would shave a few seconds off Hasten, Ablative, and Parasitic. Or, go Musc for moar damage? Either way, I think, personally, I would probably go Melee Core for the Hybrid power. Anyway, I build my toons for the "real world". I see people post their buillds and say it's the best thing since sliced bread...only to see that the "slider" for Evolving Armor, DNA Siphon, and Parastic is maxed at 10, along with Barrier on and so forth. I try to make it more "real" if that makes sense. So, If I was playing a StJ/Bio brute , this is probably how I would do it. Holler if you have questions or anything of the sort. And Good Luck! -x Brute (Street Justice - Bio Armor).mbd
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On all my MMs, I slot the Overwhelming Force ACC/DAM/END and the Overwhelming Force proc in my tier 1 pets. I'll also slot the SMoS ACC/DAM/END and ACC/END in them as well. This will get their acc to about 150%, with their damage and end being respectable. That will leave the other 2 slots in your tier 1 pets for either 1 or 2 pieces of the Uniques (+Pet Resist or +Def). Or, you could slot a Blood Mandate ACC/DAM/END and 1 of the uniques. That should get your T1 pets to capped acc/dam/end. I prefer to go ahead and slot the Call To Arms and Expedient Reinforcement pet uniques in my T1. Then the Sovereign Right unique (and the acc/dam/end) in my T2. Then in my T3 pet, I'll slot the Edict of the Master unique in it. In short mine looks like: WOLVES the 2 pieces of Overwhelming Force I mentioned SMoS unique and the Acc/Dam Call to Arms unique Expedient unique LIONS Sovereign right acc/dam/end and the unique SMoS Acc/Dam and End/+Resist +Regen Blood Mandate Acc/Dam/End and Dam/End DIRE WOLF SMOS Dam/End and Dam Edict of the Master unique Sovereign Right Acc/Dam/End Blood Mandate Accy and Accy/Dam/End I find that on Beasts, this gets their accy/dam/end to the "sweet spot", and the Overwhelming Force proc will help with mitigation. Suppress Pain I typically slot: Panacea proc, Heal, Heal/End Numina's proc, Heal, Heal/end While the Panacea proc will have a chance to fire on your pets,yourself, and all friendlies in the radius, the Numina's will not. It will only proc on you. However, I need/want that Numina's proc, and the extra +Regen and HP the 3 pieces of Numina's gives will help out with your own regeneration (granted, nothing earth shattering....but in my mind I "convince" myself that it helps). This allows me to also put the Regenerative Tissue proc and Miracle proc into Health. In Stamina I slot the Power Transfer:Chance for Heal and the End Mod piece. Then I throw a Performance Shifter proc in Stamina as well. I've found that Nullify Pain works great with all 6 pieces of Preventative Medicine. Those set bonuses are quite nice! Especially the End Discount and the Recharge bonus. WOP can be 4 slotted. Anything more than that, you're not getting much at all in return. Either 4 pieces of Gladiator or unbreakable Guard (Resist, Resist/End, Resist/Recharge, Resist/End/Recharge). That'll give about +17.72% to Resists. Call Ravens is a GREAT power to throw some Procs in....it can take SO many! Anguishing Cry....I like 4 (or5) pieces of Shield Breaker in it. Fortify Pack is used only as a mule for the LotG:Global Recharge. If you actually USE the power, your pets gain Defense,sure. BUT they lose their ability to Crit for a while. To me, it'snot worth actually using the power. YMMV Some people will say to load your pets up with as many procs as possible. If that's your cup of tea, then go for it. I personally don't like doing that. Especially with beasts. I'll leave my Procs in Call Ravens, and focus on my Pets' Accy/Damage/End Reduction. That's about all I can think of currently. Maybe those ideas will help you. If not, no harm no foul. I am very curious to see what the Devs have in store for Beasts, as they've revamped most of the other MM Primaries. Good Luck!
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Slot the Panacea proc in Suppress Pain. It will have a chance to proc on allies in the radius, including yourself and your pets. World of Pain is easily perma'd. Be careful to not overslot it, as after about 4 pieces of Unbreakable/Unbreakable the returns are not worth it. I personally want Painbringer up as much as possible. Definitely worthy of 6 slots...with only one of those slots being an Endurance Mod/Recharge piece. The other 5 go Healing IOs. The end recovery bonus is PLENTY with just the 1 piece.
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Add 6.7% to all Resists, as Mids isn't properly showing the SMotT Proc. Tanker - Bio Armor - Staff Fighting2.mbd
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Would slotting Perfect Zinger: Chance for Psi Damage in Tri-Cannon be beneficial?
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Hey all I admit, I don't play scrappers much, but I have a hankering. Pretty sure I want to go with Claws or Martial Arts. As far secondary, I'm thinking Stone (for the regen, defense,damage toggle, and the chance for fire damage on attacks). Or possibly Energy or Ninjitsu. What's the general consensus? Which combo would provide the most fun with survivability and damage? Thanks X
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I wonder if it's too similar to Staff fighting? And that's a whole lot of debuffs thrown in with each attack.
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/em holdtorch
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What models are in place now that could be used for the pets? There are plenty of "winged" or angel type models in game already, there's baby new year that could be modeled a bit different for the T1 pets? Modified Grave Knights for T2? Modified Lich for T3? I haven't researched yet for the models....those just came to mind. Possibly Knives of Vengeance could be used for T2? And I wonder if we should start putting out the actual damage/powers/effects the pets have, what IOs can be slotted, damage/effects of the MM powers? Hopefully someone could chime in and give a little direction. I have wanted Angel Summoning for a LONG time, and would love to see this get started. -x
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Wonder if any Devs/GMs have read this suggestion and if so, what their thoughts are?
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Ok....here's a few thoughts.... Pets I think the pets would be more "Defense" based, with some resistance. Their Defense could be Typed (good vs S/L/E/F/C, weak against Negative Energy, pretty good against Psi,weak against Toxic.) Resists could be similar. Summon Cherubs So, would their attacks be mainly Ranged? Their powerset could be from Archery? IMO, I still feel that with each successful hit, it would cause a small -To Hit Debuff since the enemy would be overwhelmed with the sheer awesomeness of the Angels. Tier 2 pet Archangels Again, in my own mind, I'm seeing Archangels as more of Holy Knights....maybe modeled after the Grave Knights from Necro? Each would have a flaming sword (of Righteousness!!!). They would mainly be in melee. Perhaps they would have a self heal as the GKs do also. We could even go as far as letting them have an Aura of their own. Whether it's a Damage Aura, Healing Aura, -To Hit/- Resistance aura perhaps? T3 Pet Seraphim I really feel like this pet should have a good mix of control, damage, and support. A mixture of the Lich, Demon Prince, and Dire Wolf. With more focus on the Control/Support side. Being the highest ranking Angel, enemies should tremble at the very sight of Seraphim. The 1st upgrade could take Defense enhancements as it bestows some of their powers, and their Defense. The 2nd upgrade could take Heal enhancements. They'd obviously get the rest of their powers, and the Healing would benefit their Max HP, their heals, and the "Soothing Aura" Heal toggle. As far as personal attacks, that leaves 4 powers. The 7th power pick could be Meditate. " You meditate for a moment to strengthen your Angel army". This could be a power similar to Serum....it gives a nice bonus to To Hit, Damage, Regen, Recovery, and Resistance. These bonuses cascade over a period of time. The other 3 powers? Hmm...I don't know. Divine Purge sounds nice. Maybe a beam of light that causing minor Energy/Psi damage with a -Resistance effect thrown in? Or a minor PBAoE heal? Righteous Strike....again the name is awesome. Maybe it could be modeled after the SFX of Direct Strike from Storm Blast? You call down a beam of light from the Heavens causing moderate Energy/Psi damage? With a chance of Knockdown. I like it. The level 8 power...instead of Divine Cleansing, it could be more like the Call Ravens power from Beasts. Perhaps it would be a Swarm of Angels/Army of Angels? It would be a cone attack , Moderate DoT (Energy/Psi), with a side effect of -Speed and -To Hit Debuffs? Again, with each successful hit your Pets/Henchmen/Angels do, it could cause of minor PBAoE Heal or a mixture of the heal and a minor -To Hit Debuff. Their Defense values could be similar to Beasts (with the exception of being TYPED and not M/R/AoE) along with mediocre Resists as mentioned beforehand. Their survivability would depend on the strong Typed Defenses, with mediocre Resists backed up by the minor PBAoE heals when they hit their target? It could be that the 3rd T1 pet only has this ability, and the T2 pets would have a "Soothing Aura" PBAoE Heal toggle. I like it. I like it a lot. -x
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I had suggested Angel Summoning about 2 years ago. People struck me down because Masterminds wouldn't be able to summon any kind of Angel/Throne/Dominion/Cherub/etc etc. Blah blah blah. I still feel like it would be a great set to have. I do like the idea that one of the pets would have like a healing Aura....or each successful hit would cause a small AoE heal. Or lower enemy -To Hit as they are overwhelmed by the power of the Angels. And I've been thinking about revamping my ideas for Angel Summoning and resubmitting...
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I think EA is pretty good. Shock and Discharge lower enemy damage, end, recovery, and regen, so those are staples in my opinion. Your "buffing" powers will give absorb shields, +damage, and + to hit. My Demons/EA is one of the toughest MMs I have. I would suspect that later on, the -Regen from your attacks and from Shock/Discharge will be a great asset. You can enhance the -End/Recovery in Shock/Discharge as well. I say stick with it. As far as Sonic goes, I have a Ninja/Sonic, and it's pretty fun. You can get really good Resistance for your team and pets(don't forget the +Pet Resistance Uniques!). As much as everyone focuses an building for Defense on their toons, on a team it's nice to see a Sonic to "fill in the gaps". It also brings some really good -Resistance debuffs to the table. However, I'm not sure Sonic would fit your "theme"... maybe the Sonic vibrations are you brain waves manifested...dunno. It's a nice set,especially since you don't see it much.
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Stone armor can be built to have soft capped defenses to pretty much everything (S/L/F/etc etc). And a pretty high regen rate to back that up. All without Granite.
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I was on a TF a while back with most of the players on the team being Ines I regularly team with. We filled the team with 2 PUGs. One of which had group fly (can't remember what AT/powersets this said person had). Everyone else on the team constantly asked this person to turn off group fly as it was messing with them/their playstyle/their powers/their pets). After 6 people asking this person to turn off group fly, the leader of the team finally said "if you do not turn off group fly within the next minute, I will kick you". The said person NEVER even acknowledged anyone at all. Never responded, never said anything at all. Finally, leader kicked the person. Now...could everyone go to Null and turn off those powers? Yes. Do they? No. Either they forget, don't know, don't take the time, or are afraid if they do ALL players' powers will stop affecting them ( buffs,etc). If it was me, I would either tell the team that you prefer to run with group fly, start your own team, or remind everyone how to turn off powers that affect them. Personally, I used to love fly, but due to an accident (lost part of my forefinger) it makes it very hard to maneuver with fly...so now I typically take SJ for my travel.
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Mechanics of Shifting Tides and my Thugs/Marine build
Xandyr replied to Onlyasandwich's topic in Mastermind
I'm running mercs/marine. I have an Achilles in Soldiers, and was tempted to put the Annihilation proc in shifting to stack even more -resistance. -
Mechanics of Shifting Tides and my Thugs/Marine build
Xandyr replied to Onlyasandwich's topic in Mastermind
But if you had the Annihilation Proc in one power, and Achilles' heel in another, and they both go off, those WOULD stack, correct? So you'd get 32.5% Resistance debuff? -
Yeah. I posted it just the other day under the topic "Help with a Bio tanker" . That post is just 1 or 2 below this one. -x
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Howdy! Yeah, I've got that build....it's an old build, but should still do the trick. Staff is so under appreciated IMHO. On a Tank, you hit EVERYTHING. And it has a +DEF(Melee/Lethal). In Form of the Body, with 3 stacks of Perfection, when you execute Eye of the Storm, you cause additional Smashing Damage AND lower enemies' Resistance ( -10% for 6 seconds). Also, in Form of the Body, with 3 stacks of Perfection, when you execute Sky Splitter, it will cause additional Smashing Damage AND give you a bonus to your Resistances ( +13.3% for 15 seconds). That really helps offset the resistance penalty you have while in Offensive Adaptation. 'Course, while in Offensive, your Fire/Cold Defenses are almost 54%, while your Energy/N. Energy Defenses are a little over 55%. With Guarded Spin, your Lethal Defense is almost 48% and your Melee Defense is almost 52%. Even while in Offensive....you shouldn't be getting hit very much. I played this build,and it is fun. Been a long time since I have, but it was worth it. I took Focused Accuracy because, well, I hate to miss and hate my Accuracy being debuffed. Plus it was a good way to get an extra +2% Damage and a little more E/NE Resistance. You can make Bio/Staff work on basic IOs. It just shines when you're able to fully kit it out. What server are you on? Hope that helps.! And have fun! -x Tanker - Bio Armor - Staff Fighting2.mbd
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Appreciate the shoutout. It's been a LONG time since I've played any Tank, much less my beloved Bio Tanks. I've been too busy/caught up playing MMs lately, especially /Marine. -X