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Neiska

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Posts posted by Neiska

  1. 7 minutes ago, ZacKing said:

     

    Ok so I didn't start the thread to belittle and bash people over their "lack of creativity and/or imagination."  Let's please not turn it into that.  If you want to look down your nose at others because their character(s) don't live up to your creativity standards, go right ahead.  You do you.

     

    For the record, I don't care if people want to play Superman or Spider-Man or Wonder Woman or Batman or Iron Man or Howard the Duck.  If playing your favorite character from your childhood brings back fond memories for you and makes you happy, go for it.  More power to you.  It's not my server though and not my decision to allow it.  For better or for worse, we can't do that here and these are the rules we all have to agree to when we log in. 

     

    I'm just saying I'm seeing a lot of it lately and tossing out the idea that maybe something could be done to make the "no trademarks" part of the CoC more visible to be more obvious.   I'm sure there's people who generally don't know about it.  It would suck for them to get invested in the game only to log in one day and be disappointed to see GenericSuperDude0034543 where their favorite character once was and quit the game over it.

     

    ...But I didn't bash anyone? And even said its fine to use things for inspiration...? Pretty harsh reply to something that was trying to be supportive of originality here.

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  2. My two cents -

     

    Honestly? One of the amazing things about COH to me is what people create, from the characters, builds, costumes, etc. Way, WAY better than most of what's coming out of Marvel/Hollywood these days if you ask me, most of which isn't an original idea or character in quite some time now. Just over the weekend I saw a character called "Pocket D Janitor" that had me laughing. Poor slob was in a hazmat suit, gas mask, and was muttering something about don't trust any of the spilled liquids. 

     

    My current project - Litzy, the Inventor. A Robot/FF MM. Pretty much a Cyberpunk Goblin who loves Grape Crush soda. Even made some AI art for her!

     

    ImageImage

     

     

    So ya, don't chase other people's characters. It's fine to use them as inspiration and the like, but you never know what you can make yourself!

    • Like 7
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  3. @Caios Not all MM setups can perform at +4/8 solo. Some can but do require practice and knowledge. MMs are a support class but are capable of it.

     

    Here are a few tips -

     

    1. Try to pick a Primary and Secondary with synergies - Like a pet set with DEF and a DEF secondary, or a RES secondary.

    Examples - Bots/FF, Bots/Time, Demons/Electric, Demons/Cold, Necro/Dark, Thugs/Time. But even some unexpected combinations can perform quite well, such as Necro/FF, or Robots/Dark.

     

    2. You won't be able to jump right into +4 right at 50. This is because of how level shifts work. MMs benefit from that first alpha level shift more than anyone else. I cannot stress enough how much of a boost it is to you and pets, because pets are below your level to begin with, and on +4 that means your t1 pets are 7 levels below the enemy.

     

    3. Make sure you have all of your pet auras. And pet control is a large part of your pets survivability, as well as yours. Keeping pets within supremacy range keeps them alive via your auras that boost them and keep you alive as well via bodyguard mode. Keeping pets close also prevents aggroing excess groups. Not everyone knows but MM pets have their own threat tables, which means MMs can fight more mobs than anyone else, even if on accident. If you let a pet wander off, you can quickly get in over your head if you aren't paying attention.

     

    4. While not necessary, secondaries with aoe healing are fantastic for pets due to bodyguard interactions.

     

    5. Various tricks - there are various tricks MMs can do.

    -Power Boost + Farsight from time - pretty much softcaps everyone's DEF, which is fantastic to juggle with something like Barrier. When Barrier wears off, pop Power Boost + Farsight, and when that DEF boost wears off, your Barrier will be ready yo use again.

    -Burnout + Gangwar/Hell on Earth - While END intensive, this is a MMs version of "burning." It lets you immediately reuse the powers but is fairly harsh on the END.

    -Even if some pets aren't good for damage, they may have other uses - damage or debuff procs, Knockdown Unique, and so on.

    -Group Fly - with Robots and Mercs only, you can use Group fly to great advantage. Your pets will stick close, and since they are all ranged, they will pew-pew the enemy. And few enemies have a full attack chain of ranged attacks, and even fewer have -fly. This is not a fix-all however, as some enemy types such as Arachnos has many ranged attacks, and some maps such as Caves have low ceilings. But Group Fly can make some maps and enemy types very easy. This also applies to things like Web Grenade, Tar Pit, or Distortion Field - slows and immobilize can greatly change how well your pets do if they are flying, because that is even "less" attacks that your pets are facing, before anything like DEF or RES even come into play.

    -Some pet sets such as Necro you can slot unique's into the upgrade powers, and the effects will apply to pets. (But not you if you do this.) You can stack actually good regen on them, which goes a good way to help with some sets that lack healing, such as Cold.

    -Some secondaries are very good at keeping Incarnate Lore pets alive, and some even benefit from Group Fly as well, such as Longbow. The giant robot is all ranged and is actually one of the better single target lore pets.

     

    This is all off the top of my head, but I am sure there are things I am missing.

     

    Not all MMs can solo +4/8, so if that is important to you then you may have to build for that specifically. Some MMs certainly can do it, but not all of them will be able to.

     

    Lastly, don't forget the Mastermind channel of the Discord. Not all of us agree on different ways of doing things, but if you are having a specific problem there are many vets that can give you some guidance.

     

    Hope this helps!

     

     

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  4. Hi forums,

     

    So, I finally have my own @Snarky pug story to share.

     

    I finally decided to do my very first mothership raid. The leader did a good job at organizing and explaining things. Mentioned in League chat there were a few first timers, explained the pylons and bombs, the bowl, to stay with the murderball, etc. And everything went great. I only died once due to the bombs, but that's because I wasn't sure where I was going and was lagging behind the group to follow them. So, I think that's not bad for my first time. Once we got to the bowl, things went smoothly. The War Priests went down fast, and we chipped away at the GM.

     

    Things went well until the GM went down. Then suddenly the League chat went from normal Raid chatter and took a wild left and suddenly out of nowhere three people began to rant about Incels, and essentially how they are to blame for all of society's woes. I won't repeat what was said here, but it's no exaggeration to say it read like the worst of Reddit. And their diatribe rant continued during the rest of the mothership raid, for the full 20-25ish minutes of "farming" the spawns, almost constantly. Post after post after post, sounding very much like the worst of a certain stereotype, essentially treating the league chat like their very own personal soapbox to rant to the masses from.

     

    For the record, I don't personally care about the opinions of random strangers on the internet. I just don't care to see it in a hobby or entertainment. I always question if they are trolling or seeking a platform simply for attention. If people wish to discuss things, then fine. Discuss it with people who share your views or opinions. But throwing out into a public forum, and then ranting when some disagree, just reeks of baiting or a complex.

     

    Anyway, that's my pug story. My first Mothership Raid included some loudly toxic self-proclaimed dictators of morality. I just hope this isn't normal for Raids. If it is my Ignore list will grow larger. Speaking of which - is the ignore tool character or account specific? Not sure on that one. I think to date I have only ignored 2 people a few years ago? 

     

    Now, by the accumulated power of Greyskull, Friendship, and 1000 crazy cat ladies combined, I summon Snarky! Nosferatu! I choose You! Lets hear what you think!

     

    Included is a live pic of Snarky's last PUG.

     

     

    image.thumb.png.35a5e8f6882e08cfb7e264e9bc8a366e.png

     

     

    • Haha 5
  5. @Linea

     

    Agree with most of your points, respect the ones that are personal like disliking crab legs. About my accuracy comment, if you click the misc buffs tab it will show your total bonuses, such as Tohit, Accuracy, Damage, etc. You have a bit of ToHit but zero accuracy, so yes Global Accuracy. Not a build-breaker, just something I wanted to point out in case you overlooked it. 

     

    Much as I like the pets, they don't survive well on +4/8 solo. They do okay on teams to lessen the pressure on them, but alone they just aren't durable enough. Personally, I tend to have 2 builds on my crabbers - one for solo and one for teams.

     

    Like I said, good build! I just have other things I like too. 

  6. Looked at your latest build you posted, and some thoughts.

     

    First, you have a PSI hole, but that isn't uncommon for ATs. Not a make or break by any means, just pointing it out.

    Second, you picked Soldier attacks over Crabber, which is fine. But your damage output is, well, lacking, even for a Crabber. 

    You have - Single Shot, Burst, Heavy Burst, Venom Grenade, Frag Grenade, and Web grenade. None of them hit particularly hard. I know this is a theme build, but I think you may struggle solo with higher difficulties. But it should perform just fine on +2/8. But if that's your goal, you hardly need 55% Melee/Ranged/AoE DEF. I just think you might be putting too much into just DEF, especially with your resists being so-so. While your DEF is impressive, you are giving up quite a bit to get it. If you pushed DEF so hard because you lack DDR, there's always Ageless. 

     

    Your END looks good, which is always nice to have on a Crabber. I expect you will be popping a blue now and then, but again, not a build-breaker.

     

    Oh, and just noticed - you actually don't have the shield wall Unique, so that's an easy 5% all resist. 

     

    The last thing I noticed, is that you have 27% ToHit, but 0% Accuracy, which might cause some issues vs some enemies.

     

    One thing you might try is adding in Bile Spray and Artic Breath from Levithan Pool. They interact wonderfully with Venom Grenade, due to all the -toxic res debuff stacking, which does more damage than indicated in MIDs. I only just started pushing with them and its been fantastic.

     

    Overall it looks pretty good! Just a bit too many "eggs in one basket" for my taste. I like to build my crabbys to be tough and durable too, but I also like to include other things like damage, buffs/debuffs, resists, so on. Here's a snip of my latest build if you want to compare -

     

    Image

     

    So side by side, You have more DEF than I, but I have DDR to compensate. I am running double assault toggles and have both spiderlings and reinforcements. But my Resists are much higher than yours, and not just during a RoP but constantly. And I should do much better damage, with the Venom Grenade - Arctic Breath - Bile Spray combo. I will likely take out Spirit Shark (at least the slots) and move them elsewhere, as I am not personally impressed by it. It feels clunky, and it takes quite a bit to get the full 5 stacks of Hunger, where one stack of Arcane Power for Arcane Bolt does almost the same damage, and you might get 3 or 4 empowered Arcane Bolts off in the time it takes to get 1 fully charged Spirit Shark off. So, still making fine-tuning adjustments there.

     

    But yea! Great Build Linea! You may not kill stuff fast but you are one tough cookie!

     

  7. One thing to keep in mind @Snarky is that like any other activity, different people will have different approaches to hardmodes. Some people will want to complete with the character they enjoy, even if it isn't minmaxed to the umpteenth degree. Others will want the easiest, smoothest ride possible. I was in one pug where one person threw a tantrum when it wasn't a "flawless" run. Different people have different priorities.

     

    Personally, I would rather run things with people whom I enjoy playing with, even if its more difficult to complete the activity. We have yet to come across something we haven't completed or finished. Sure, people may die a lot, and we may have to step back and regroup. But honestly, how often does a team fail and everyone quit and leave? I am hard pressed to think of when that has happened to me. I can likely count on one hand how many times that has happened to me in 4 years of HC gameplay.

     

    If you aren't a minmaxer, then don't team with minmaxers. I am sure you will find people who don't mind you being a dark/dark tank or something else. Though to be fair here, I have yet to finish a 4 star with my crabber. I've done 2 star stuff, but most pugs who do 4 star want "only the best" ATs and powersets. So perhaps find a group of friends or SG mates who share the same approach to activities?

    • Like 1
  8. 1 hour ago, Snarky said:

    What are considered good to have on these harder runs?

     

    What are considered "that is not so good?"

     

    is the break point at 2 star or 4 star where it really starts to be important?

     

    Every Hardmode I have been on included at least 2 cold corruptors to stack debuffs, and half had Ageless for the debuff protection, the other half had Barrier. Both would be juggled.

    -Tanks varied, but they were either absorb tanks like Rad or Bio, or tanks with inherent -def debuff protection like Shield.

    - Ice/Ice corruptors were popular.

    -Someone with Nature affinity for +dam and absorb.

     

    The rest varies, but those were the trends. I run with a SG where there's a signup for them. And once the must-haves are filled, there is wiggle room for other things. But it also sort of depends on the difficulty. The harder the content the less wiggle-room there was.

     

    My biggest gripe about Hardmode is it kind of screws over a few ATs, like VEATS and HEATS. I don't see many Controllers, Dominators either, or Masterminds. I see a lot of Tankers, Defenders, and Corruptors. Honestly my favorite playstyle is crabber, but I have yet to bring one to any hardmode, 2 star or no. Simply because anything I could do, someone else could do better, and also bring more, be it Debuffs or whatever. And most groups I have been a part of that tried to be "meta" seem to favor high DPS with strong Debuffs as a focus.

     

    I am not against there being a "meta", there will always be a "meta." I just wish the "meta" changed from TF to TF, so the same setups aren't the top-dogs for all of them. They all seem to revolve around DPS and -Def protection. I hope the Dev's make TFs that have like, -Resistance as a thing, or -tohit, or other mechanics that aren't similar to the TF hardmodes we already have. Just to mix it up a bit. Maybe have a TF where hard CC is required. Or where its not a question of surviving bursts of damage, but a long duration fight where the waves don't stop and you have to constantly fight on the move, or something. Or maybe HUGE burst damage, where maybe even a team of 2 or 3 healers are needed to heal through it. And so on.

     

    This is just my personal experience mind you, I am sure others will vary.

    • Like 3
  9. 1 hour ago, Meknomancer said:

     

     

    Real quick lookover, i'm not the best for pet slotting , @StrikerFox has done a ton of testing so they can give much better advice. Did some slight shuffling for obvious stuff like you have luck of the gambler in manouvres for 7.5% rech instead of the 6th reactive piece for 8.75%, the preventetive proc that could be tossed in the heal for the same rech bonus. 

     

    Soul extraction wants recharge its now one of your best powers, don't just use it to mule pieces (although  i still do too) theres some stuff further back showing ways to proc it out for max dmg if your prepared to look. It'll pop the same amount of pets as you have nearby and pretty much double your dps for a short time.

     

    Procs in the aura holds almost never fire off so i wouldnt waste slots on them. Lockdown maybe will hit 1 target in an entire mob, the damage pieces will do less than nothing, slots are much better elsewhere. Not sure about lifegiving, theres some love it others will tell you its a waste of time. I take it because it looks good and usually just run a performance shifter and a couple heal pieces in for a bonus. Necro pets won't fight in it anyway, they are too busy running after stuff.

     

    I wouldn't bother with any melee defence, anything that close will get tagged by the hold, anything that does hit you- you can heal through it. If you are slotting for defence ranged is much better but i wouldn't bother with that either.

     

    Forgot to put edict of the master back in my bad.

     

    Found my old build, something to look at, its not that different.

     

     

    NecroFlora - Mastermind (Necromancy - Nature Affinity).mbd 43.99 kB · 0 downloads

    NECRO NATURE - Mastermind (Necromancy - Nature Affinity).mbd 43.3 kB · 0 downloads

     

    Thank you for the feedback and input. Was unaware how much they changed soul extraction, may have to see if i can slot it for damage. The rest of it looks great, i just wasnt sure what was worth slotting for damage, and where the strange interaction of both nature and necros healing-proc or effects should go, or even what all applies to pets and so on.

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  10. 29 minutes ago, Chashak said:

    I dabbled with MM back on live (Bots, specifically) and enjoyed it but never really got back into MMs since. I'm now leveling a Bots/Time and trying to plan out a decent build. How does this look?

     

    It's looking like I'll be able to fairly easily softcap DEF on myself and the bots, so I skipped the corresponding aura globals. So far leveling this it has been a blast, super durable and laid back (activate all toggles, wade into melee to debuff enemy ToHit, watch bots kill everything) but I'm in the weird situation of having slots to spare and I'm not sure where best to put them, or if where I've already slotted is best?

     

    Chronogear - Villain Mastermind
    Build plan made with Mids' Reborn v3.6.6 rev. 3
    ──────────────────────────────
    Primary powerset: RoboticsSecondary powerset: Time ManipulationPool powerset (#1): LeadershipPool powerset (#2): SpeedPool powerset (#3): FlightPool powerset (#4): LeapingAncillary powerset: Mace Mastery

    ──────────────────────────────

    Powers taken:

    Level 1: Battle Drones
    A: Superior Mark of Supremacy: Accuracy/Damage3: Superior Mark of Supremacy: Accuracy/Endurance3: Expedient Reinforcement: Resist Bonus Aura for Pets5: Sovereign Right: Resistance Bonus5: Blood Mandate: Damage7: Blood Mandate: Accuracy/Damage

    Level 1: Temporal Mending
    A: Preventive Medicine: Heal11: Preventive Medicine: Heal/Endurance17: Preventive Medicine: Endurance/RechargeTime19: Preventive Medicine: Heal/RechargeTime19: Preventive Medicine: Heal/RechargeTime/Endurance21: Preventive Medicine: Chance for +Absorb

    Level 2: Pulse Rifle Burst
    A: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge11: Superior Winter's Bite: Accuracy/Damage/Endurance45: Superior Winter's Bite: Damage/RechargeTime46: Superior Winter's Bite: Accuracy/Damage

    Level 4: Time's Juncture
    A: Dark Watcher's Despair: To Hit Debuff33: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance33: Dark Watcher's Despair: To Hit Debuff/Endurance34: Dark Watcher's Despair: Chance for Recharge Slow34: Pacing of the Turtle: Chance of -Recharge

    Level 6: Equip Robot
    A: Aegis: Psionic/Status Resistance36: Steadfast Protection: Knockback Protection37: Impervious Skin: Status Resistance/Regeneration43: Unbreakable Guard: +Max HP

    Level 8: Assault
    A: Invention: Endurance Reduction

    Level 10: Temporal Selection
    A: Invention: Recharge Reduction

    Level 12: Protector Bots
    A: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen13: Superior Mark of Supremacy: Accuracy/Damage/Endurance13: Superior Command of the Mastermind: Accuracy/Damage15: Superior Command of the Mastermind: Damage/Endurance15: Superior Command of the Mastermind: Accuracy/Damage/Recharge17: Superior Command of the Mastermind: Damage/Endurance/Recharge

    Level 14: Maneuvers
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed37: Luck of the Gambler: Defense/Endurance39: Gift of the Ancients: Defense/Endurance

    Level 16: Distortion Field
    A: Unbreakable Constraint: Chance for Smashing Damage39: Neuronic Shutdown: Chance of Damage(Psionic)40: Ghost Widow's Embrace: Chance of Damage(Psionic)40: Gladiator's Net: Chance of Damage(Lethal)42: Impeded Swiftness: Chance of Damage(Smashing)43: Ice Mistral's Torment: Chance for Cold Damage

    Level 18: Tactics
    A: Adjusted Targeting: To Hit Buff/Endurance34: Adjusted Targeting: To Hit Buff36: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance

    Level 20: Hasten
    A: Invention: Recharge Reduction21: Invention: Recharge Reduction

    Level 22: Assault Bot
    A: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Damage/Endurance23: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge27: Sovereign Right: Accuracy/Endurance27: Soulbound Allegiance: Chance for Build Up33: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

    Level 24: Farsight
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed25: Gift of the Ancients: Defense25: Gift of the Ancients: Defense/Increased Run Speed

    Level 26: Upgrade Robot
    A: Miracle: Heal37: Miracle: Heal/Endurance40: Miracle: Heal/Recharge45: Miracle: +Recovery

    Level 28: Slowed Response
    A: Achilles' Heel: Chance for Res Debuff29: Touch of Lady Grey: Chance for Negative Damage29: Shield Breaker: Chance for Lethal Damage36: Invention: Recharge Reduction

    Level 30: Chrono Shift
    A: Efficacy Adaptor: EndMod/Recharge31: Performance Shifter: EndMod/Recharge31: Synapse's Shock: EndMod/Recharge31: Preemptive Optimization: EndMod/Recharge

    Level 32: Maintenance Drone
    A: Doctored Wounds: Heal/Endurance39: Doctored Wounds: Heal/Recharge42: Doctored Wounds: Endurance/Recharge43: Doctored Wounds: Recharge45: Doctored Wounds: Heal

    Level 35: Hover
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 38: Scorpion Shield
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed

    Level 41: Power Boost
    A: Invention: Recharge Reduction42: Invention: Recharge Reduction

    Level 44: Air Superiority
    A: Invention: Damage Increase

    Level 47: Group Fly
    A: Invention: Endurance Reduction48: Invention: Endurance Reduction50: Hypersonic: Flying / Increased Fly Protection

    Level 49: Vengeance
    A: Luck of the Gambler: Defense/Increased Global Recharge Speed


    ──────────────────────────────

    Inherents:

    Level 1: Supremacy


    Level 1: Brawl
    (Empty)

    Level 1: Sprint
    A: Unbounded Leap: +Stealth

    Level 2: Rest
    (Empty)

    Level 1: Swift
    A: Invention: Run Speed

    Level 1: Hurdle
    A: Invention: Jumping

    Level 1: Health
    A: Panacea: +Hit Points/Endurance9: Numina's Convalesence: +Regeneration/+Recovery

    Level 1: Stamina
    A: Performance Shifter: Chance for +End7: Performance Shifter: EndMod9: Invention: Endurance Modification

    Level 1: Battle Drone


    Level 12: Protector Bot


    Level 22: Assault Bot

     

     

     

    Chronogear - Mastermind (Robotics - Time Manipulation).mbd 42.23 kB · 0 downloads

     

    Just so you know, Power Boost from Mace epic pool boosts Farsight significantly. Its actually fairly easy to softcap DEF with a time MM, but especially a Robots/Time MM.  FYI and such. So if you have Power Boost you might have even more slots to spare. 

     

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  11. Hello Forums,

     

    I made a Necro/Nature to play with a friend. I have never had a fully kitted out Necro or Nature before, so both are new to me. And I know slotting for both can be different than usual. This is my first pass, please feel free to correct any incorrect unique/proc slotting. I remember seeing discussions about slotting Necro and Nature here on the forums, but I couldn't find them, so I'm not sure what all Necro pets will/will not benefit from unique-wise from Dark Empowerment and Enchant Undead. Included screenie for convivence.

     

    image.thumb.png.bfa38c57819b20230b5327a927e77f97.png

     

    As far as overall slotting goes, I tried to focus on +recharge bonuses to get Overgrowth up as much as possible. It's not perma, but its down to 77s recast. Sorcery pool is mostly for Enflame and RoP. Gloom and Arcane bolt are both obligatory power picks. And all this is without any incarnates, as I have no idea which Alpha and such I should go for as a Necro/Nature MM. I could take Agility for recharge, Muscled for damage, even Spiritual Core with 45% recharge and 33% healing looks good.

     

    Input and feedback from someone with experience in these two powersets would be appreciated! Thanks bunches in advance.

     

     

    NecroFlora - Mastermind (Necromancy - Nature Affinity).mbd

  12. 27 minutes ago, Sovera said:

    MMs are not a good choice for tanking. On paper it may seem so, but in actuality the minions are weak and paper thin so a few hits and they are all dead and it's resummon, re-upgrade, they died, re-summon, re-upgrade.

     

    Even top builds with minions at defense caps the minions remain paper thin.

     

     

    MMs are great, IMO, for an offense oriented buffer playstyle. Any other AT has to choose whether to click the buff button or click the attack button, but a MM will let their six minions run around do damage while they simply focus on healing and buffing the team (minions included).

     

    But it's not all roses. A regular buffer can also drop a nuke every 40-ish seconds that will do most of what the MM minions would have done but in three seconds and then not worry about the endless resummon and re-upgrade cycle.

     

    MM pets can have the same DEF and Resists as Tankers do, but have far fewer hitpoints and no aggro tools. You "can" tank or swarm with them, but its a lot of work for dubious returns doing something that other ATs can do better and do it far easier. If you try to tank on a MM you have only provoke as an aggro tool, where even a Bio Scrapper will peel enemies off you, much less a brute or tanker, or even a blaster going full burn. And that's not talking about pets and AoE's either, which is the MMs big weakness. But some MMs can be made fantastically durable, equal to many brutes or tankers in terms of what they can endure damage wise. But I wouldn't recommend trying to hold aggro with a MM in a standard group setup no. Your pets simply won't keep the mobs attention. But I wouldn't call MM pets paper thin either. Honestly it really depends on what you are fighting and the difficulty, but I have MMs that can skip through +4/8 with ease, far easier than my Widow or Scrapper. 

  13. 1 hour ago, Jacktar said:

     

    In answer to the last sentence…….

    I dual box a Bots/Time Mm and a Bots/Elec Mm, the second is the lead and the first goes on follow and I have Group Fly on all the time. Both set to aggresive and then we just float above the large outdoors ruined city farm that has only melee powers foes. I then just meander about the map raining death on all below. Loads of aggro herding and no return fire so no survival problems! 

    I did not invent this idea just copied it from a better player to whom I offer my thanks.

     

    I started with robots, but I dislike the changes done to them. These days I tend to favor Demons. I am leveling up a Necro/Nature MM now, but its not to farm with, its to play with a friend as well as check out the new Necromancy. But I don't play robots much anymore, because my robot farms actually take measurably longer than they did before. They were 4 or so minutes before, now they are around 7 or 8. I tend to favor Meteor maps for MM farming. But if I want a more relaxed MM farm I do city map too. I did write a guide on MM farming. I am not sure if I "invented" the idea, as I imagine it may have been done on live, well before my time. But when I invite others I'm often told people never seen MMs farm before.

    • Like 1
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  14. 5 hours ago, Spock2020 said:

    Looking to make a MM was looking for the most DPS combination? any builds and specs information appreciated Thank

     

    Hello Spock, 

     

    Here's a breakdown -

     

    Necro - is regarded as one of the strongest, if not the strongest. It boasts a lot of -tohit from the pets, who can also heal themselves a bit, they can be loaded with damage procs, and also have a unique advantage over pet sets in that you can equip them with health proc effects. Also your grave knights eventually have a damage aura. And as a neat bonus, your personal attacks can summon bonus specters. The specters don't do much damage by themselves, but are great to tie things up. I am currently leveling a new Necro/Nature MM myself.

     

    Demons - Demons advantage is its sort of a "shotgun" style of attacks - lots of different elements, a few different attack types. They have res buffs, one pet has a damage aura, and the other t2 can heal. Its perk is it has a power that can act as a mule for the pet auras.

     

    Thugs - thugs can hit hard for a MM. Arsonist and your pocket Bruser in particular. It also has Gangwar, which if you take burnout from speed, you can use "twice." It also has a mule power. The downside to thugs is that the enforcers buff the thug pets... but not you. So you are more or less left to your own defenses.

     

    Ninjas - I have heard ninjas are quite offensive, but a bit fragile. I have never leveled one myself but have heard good things. Your personal attacks give your pets a chance to crit.

     

    Mercs - Mercs are well balanced. They are an all-ranged pet set, that can get very good resists from serum. And since they are ranged you can abuse group fly to have an all-flying strike team. Flying makes quite a bit of difference in pets surviving, as not many enemies have full ranged attack chains, and even fewer have -fly abilities. Which means fewer attacks are even attempted against your pets to begin with, before all other considerations come into play. This isn't foolproof or a fix-all, it varies from map to map and enemy to enemy. Some enemies like Arachnos have a lot of ranged attacks, and maps with ceilings means you cant hover out of melee range. But it makes a difference in most situations.

     

    Secondaries -

    For raw DPS, storm is the go-to. But it takes a bit of getting used to, and is a bit chaotic. You effectively make AOEs and more quasi pets that do their own attacks. Not many buffs or defenses to speak of specifically. It has a heal, and steamy mist for defense, but thats essentially it.

     

    Kinetics is also a good option to boost damage. The issue with Kinetics is that's essentially all it is - speed, recharge, damage, recovery, etc. No defenses, no resists. It does have a heal but that is all. So your pets may hit hard, but won't have much defenses.

     

    Pain, Heat, and Nature all have +damage buffs. Though damage is not their specialty. 

     

    So any of those pet sets mentioned, with any of these, will have damage boosts. An important note though, is even an MM made to focus on Damage, is only sort of middle-ground compared to other ATs. They can put up decent enough numbers, but the problem arises later down the road on higher difficulties, particularly with pets being susceptible to AoE's.

     

    But if raw damage output is all you are concerned with, then any of these pets with /Storm or /Kinetics will have good damage, at least for a MM.

     

    Hope this helps narrow it down a bit for you.

     

    Mastermind well and prosper!

    • Like 1
  15. Chip can refer to electrical or stone, so electrical or stone armor can fit. But it can also be manipulation as well, Electrical or Earth manipulation.

    Shot can be any of the ranged powers - beam rifle, archery, dual pistols, etc.

     

    Alternately, you could combine both and make a Seismic Blast based character, as in "shooting stones."

    • Like 1
  16. 6 hours ago, Ignatz the Insane said:

     

    The open Beta Feedback threads show just the opposite.  The Devs not only listened, but frequently responded directly.  They listened.  Then decided.  Any decision will have some who are happy, some who are not.  

     

     

    I respectfully disagree. They listened, "to some." And often, those "some" are the same people listened to, on other various changes.

     

    I respect your opinion. I just disagree with it.

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  17. 21 minutes ago, biostem said:

    You are correct in your estimation, but not for the reasons you think;  If, for instance, you come on the forums to report that "X change is bad", but couldn't be arsed to take part in the beta/testing process to have provided feedback when said change(s) were in the testing phase, then that's on you.  If you cannot/will not provide feedback in a clear and concise manner, backed up with evidence, then that, again, is a shortcoming on your part.  With an online game, change is all but inevitable, so if you, again, aren't willing or able to adapt to said change(s), then once again, that's on you.  Don't get me wrong - it is OK to not like a particular change, but to act like a change was rushed through or otherwise implemented for a malicious reason, is misguided at best, and downright damaging at worst...

     

    I agree with the point that critiques and feedback should be clear, and should not only criticize, but also offer possible solutions. I am not against change, I am simply against change for the sake of change, or "favoritism change" - IE the changes that certain (or the same) groups of people want.

     

    And I did not insinuate that a change was rushed, or even malicious. I only remarked on my single experience and found it so unprofessional and distasteful that I have yet to partake in another more than 2 years later. If it was up to me, there would be a signup process involved, or some control measure. So the developers would not keep hearing the same opinions from the same people each time there is a beta, but that's just me musing. I don't feel that the dev team is malicious at all, or even the change in question in my example was malicious at all. Only the tone and how the discussion/disagreement about that change itself went, was.

     

    Hope that clears things a little.

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