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Neiska

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Everything posted by Neiska

  1. Thank you! At work right now but will give it a browse when I get home.
  2. Still pretty awesome, now I am wondering if that is why they named the game that too. But I did want to ask if you had a Radiation Melee/Dark Armor Brute build. I am working on one as a current project, and I didn't see one in any of your posts, but I could have missed it. Thanks bunches!
  3. Just found this thread, must say all this is impressive @JJDrakken ! Also out of curiosity, is your name in any way related to that old SNES game, Drakken? Loved that game.
  4. I would like to take a moment and just say life is rather short, too short to sweat the small things. Particularly when they are a small inconvenience or irritant. Not everyone will agree on what is just an inconvenience or irritant, or what is genuinely a problem. People are free to host teams as they see fit, no rules against that. That said, I see tells as a tool, one that most people are used to. And the "no tells please" does fall a bit out of the normal. I hasten to add that's not good, and its not bad, its just different. And there's nothing wrong with doing things differently. At the end of the day we all want to log in and have fun in our own way. Some people team, some people solo. Some people run story missions, some people badge hunt. Some people go GM and AV hunting, and some like to spend hours base building or playing the auction markets. Others spend hours in the costume editor. Some just hang out and roleplay. And all of this is fine too. I just think that some things simply aren't worth getting bent out of shape for. It takes more than words from a random stranger on the internet to spoil my day, but that's just me. Others may not see it that way. And that's fine as well. But we all have to meet in the middle somewhere in order to play together. And I think there is a good compromise to be had in any sort of activity, so long as someone isn't "my way or the highway/you are wrong." Even when having disagreements, I try to take a cool head by remembering there are people here that know more than I do, and that we have different priorities. And there is nothing wrong with saying "I just like it better this way" either. I also have to give a hat tip to @Snarky who is still a "stinky fartfaced doodoo head" because I admire his outlook. I wouldn't call it carefree, or antagonistic. More of a "Meh. That's not worth getting bent out of shape for." Which I would call easygoing. I do want to add that in the end, they are words made of pixels from a complete and totally random stranger on the internet, whom is very likely to have zero influence and control in your life outside of the game, whose words can only bother you if either you let them, or you care about their opinion. As far as the OP's thing, well, they are free to lead as they like. So long as they understand that the no tells thing might catch some by surprise, and in this day and age of the internet some people are bound to go "what the heck" and could be rude about it. Best wishes to everyone. Even you Snarky. 😋
  5. Not sure how active this thread still is, but I would also like feedback on my version of Dark Melee/Shield Scrapper. The highlights - 1. 45% to Melee and Ranged, and 42% to AoE. 2. I took leap attack for another AoE tool to help with Dark Melees mostly ST attacks. Plus it should be fun to use it after a shield charge. 3. I took Sorcery for Rune of Protection, the thinking is that I can juggle RoP, with Melee Hybrid and One with Shield for a nice boost to Resistances. While not tanker level of resists, I hope this would make for quite a tough Scrapper, especially being Def capped. 4. Soul Drain is right at a 30 second recharge, making it perma. Siphon Life is also on a very short cooldown, which hopefully will provide ample healing when needed. 5. Between Rune of Protection and Activate Defenses, there is plenty of built in Status Protection as well which is very nice. The Cons - 1. The thing that worries me is Endurance. I don't have any base tools for it, so I may have to take Ageless later on which I usually like to save as last resort, but I am open to suggestions there. The only incarnates I have planned so far is Agility for my Alpha and Melee for my Hybrid. 2. I also don't have much experience with scrappers. As far as offence goes I am unsure how this will stack up next to other scrappers DPS wise. I think it will have good ST damage, with a few decent AoEs from Charge and Leap Attack. I toyed with the idea of taking Adrenal Booster from Experiment, for an additional DPS buff, but opted for Rune instead, because when I did it didn't seem to boost the damage numbers for some reason, even though I don't believe I was at the damage cap. Anyway, here's my attempt at a Dark Melee Scrapper. I usually play Masterminds and Tanks, so any imput would be appreciated. It would be nice to have a DPS character for a change. Thanks bunches in advance! Baroness.mxd
  6. I use it in 3 different ways - 1. On my Robots MM, i can stand in my own fire and pull enemies to where I want them to be, in my stacked t3 pets fire patches and my bonfires. This works on the ground, but also works VERY well with group fly, because you can hover right where you want them to be, use fold space, and they appear mid air next to you, and they "drop" right below you. 2. On my Tanker, it helps group things up when I use a PBAOE, which could be many things - either straight damage, or even on something like /shield or /bio for maximum targets affected, and so bigger buffs. It also helps with "corner pulling" or LOS pulls if that's a concern. You can also pull things up to your level if you are above them, or below if you are under them. 3. I also use them to pull runners back, or to pull mobs away from team mates that are in trouble. I've found that its possible to "cheat" with it as well, combining it with knockback heavy sets like /storm is good for a giggle. I was on a team with another who had fold space and we sort of played ping-pong with the mobs, tossing them back from one to another as we engaged different packs. I've found that you can also pull down flying mobs down to you which is also convenient. So there's really all kinds of neat ways to use a tool that pulls mobs to yourself. PS - 4. Just remembered this one. On my Dominator, you can use it to pull enemies into your CC effects, like creepers and so on. This is particularly useful against some enemies like Dark Mages that like to stay ranged and pewpew at you.
  7. The standard END fix is to take Ageless as an incarnate later on, but personally I don't like relying on that to make a build work. Keeping your enhancements up to date will help, and slotting your Stamina will also help. One thing you can try is putting a Performance Enhancer + chance for END to proc in, that way you have a chance to get stamina back, which will proc more than you might think with a high attack rate set like claws. Lastly, you can see if there are toggles you don't need all of the time and try to manage those. You can also try putting another END reduction in them in the meantime, as that will lower their costs. Aside from that its difficult to give any for sure fixes without seeing your build in MIDS. Hope this helps!
  8. @Seigmoraig - awesome, thank you very much. Just what I needed!
  9. Hello Forums! Trying my first Dom out, and decided to go Plant/Psi/Psi, as it seemed to have a mix of everything I wanted to do. But this is my first, so any imput/corrections would be appreciated. When slotting I tried to focus on recharge as much as possible, to get Domination/Drain Psyche down as much as possible. I managed to get Domination down to 72 seconds so I "think" it would be perma, and Drain down to 31 seconds. Creepers is down to 129 to, so its nearly perma as well. Problem is, is that I have zero experience with Doms. (Usually play Masterminds and Tankers) And the slotting looks odd, very back end heavy. Again this isn't 100% done, its in progress but its just looking odd to me, so imput would be appreciated. Also wanted to ask, what incarnates? I went with Agility (mostly for the recharge), but wasn't sure if there was incarnate goodness to make our CC's and such better. Also added a pic of her costume, I'm just happy how it turned out. Tricky to get a costume that matches powersets sometimes! Thanks bunches in advance. Thornia Plant-Psi Dom.mxd
  10. @Snarky - I am surprised you don't type that up in case you misplace it, also easier to share if you decide to. But well done, I keep game logs too about my experiments, tests, ideas, and theorycrafting.
  11. Hello fellow Masterminds, Time for another update. Apologies for the delay, I took a month break from the game for a bit. Now I am back and was doing some testing with Thugs, and the results are quite surprising. 3 Boxing with Thugs turned out to be quite different from both Robots and Demons, so much so that I had to go back and rethink and try new things, but in a good way. For those unaware, the Thugs come with their own leadership toggles. Maneuvers, Assault, and Tactics. Similar to Demons, the Thugs will buff each other, even other Thug MMs. This does not affect the Masterminds themselves, other players, or even other pet types. Only other Thugs. So, with 3 Thug Masterminds on the same team, your pets will get 2 free sets of leadership toggles. That’s right, not one, but two! This is because you have two enforcers, and each one of them comes with them. So with three Thug Masterminds, this means that all of your pets will pretty much be defense capped, without you even doing anything. Plus the damage and accuracy toggle. Now this made me pause and do some thinking. If they were defense capped, I could run something else besides /Time. I opted to go with /Electric, /Kinetic, and /Pain. I chose pain for the additional healing and resistance buffs. But in hindsight, I might also change /Electric for /Thermal, more on that later. Note: I am in no way saying you shouldn’t use a Defense Secondary set with Thugs when playing one of them. It’s just when playing 3 of them, it wouldn’t have been needed or felt it would be optimal. But I did manage to fit in a few noteworthy things – Fold Space + Bonfire - Kept these from the Robots and Demons, as it is a good CC and damage tool, and wonderful for procs. It is also very handy for yanking things back not just into your bonfire and AoE, but its great for pulling runners back to you too, making it a nice pet control tool as well. Gangwar – Chance for Knockdown – Aside from using it as a mule power and DPS cooldown, it is actually a really good place for the unique knockdown proc, as so many pets attacking so often can and will knock many things down each activation. It is especially funny when you go "all out" and seeing mobs everywhere getting knocked down. Gangwar + Burnout – Burnout resets your activated powers. So you can pop a Gangwar, use Burnout, then immediately use Gangwar again, making a great power even better. Plus on top of that, I had 3 Masterminds, all of them with this in their build. So for fun’s, let’s do the math – 1 (The Mastermind) + 3 (T1 pets) + 2 (T2 pets) + 1 (T3 pet) + 10 (Gangwar 1) + 10 (Gangwar 2) + 2 (Lore pets) = 29 total bodies in the fight. Now we times that by 3 for each Mastermind – 29x3= 87 Total bodies on the field! So needless to say, it’s quite chaotic. It’s just a sea of Band T shirts, Logos, and Bandannas shooting anything that twitches. The best part? They could always engage targets! They may bunch up around the same target, but they all raise their guns and fire, unlike demons who often have to be within claws reach. Lastly, I tried to time my /Kinetic’s Fulcrum with the total Gangwar. I am uncertain if the 60 pose were affected to be honest, because with so much going on it is hard to tell what damage is coming from where. I am also unsure if the Pose are affected by all those free leaderships, because you can’t actually check their stats. For those wondering, it is “extremely” effective, both in farms as well as AV’s and GM’s. Even without the Burnout, using 3 gangwars at the same time is quite the sight to see. However, there were some cons that I wanted to mention. The first, is so many bodies was actually a detriment to /Electric. If I were to do it again, I might say to /Thermal instead. Because your chain powers will bounce to pose and count as a “target”, meaning it is quite likely you will hit pose and not pets with your heals and absorbs. This didn’t always seem to be the case, but often seemed to be. Another /Thugs feature, is both a blessing and a curse. They are mixed, melee and ranged DPS. Some pets will stay close by and pewpew away, while others will run off and out of range of buffs and quickly splatter. They also have a good mix of single target and AoE attacks as well. Their AoE isn’t quite as good as robots is, but better than Demons, and their single target damage is also good, far better than Robots is. But I found them the most overall difficult to wrangle and control. Both Demons and Robots were predictable and easy to 3 box. Thugs on the other hand, even without the 60 bonus bodies running around, was more challenging. Another downside was END use. Thugs are definitely the most END hungry of the three, as usually /Electric alone was enough to keep all three MM’s going at full throttle. This should be resolved with a single one of them taking Ageless as a Destiny power, but it was troublesome enough to mention as it was the first time I found myself popping blue inspirations in a while. Next, it is also important to note that with 3 resistance/buff secondaries, your own defenses will be low. I compensated for this with the usual maneuvers/combat jump and so on, but all of my MMs personal defenses were lower than I would have liked. But it would have felt like a waste of potential to take a defense secondary for this test. Lastly, despite the Thugs buffstacking, being capped at both Def and Res, I found myself having to replace them more than any other pet I have multiboxed so far. The Demons were pretty much immortal, as I rarely if ever lost one. (Even the cinders from Hell on Earth didn’t “die”, they seemed to last until they expired every time.) The Robots I may loose one now and then if I bite off more than I can chew or get too eager, but it rarely poses trouble replacing them. With the thugs however, in particular the Arsonist and the Enforcers, I would often loose some. I would have to replace some every map, which is something I only occasionally have to do with Robots, and never had to with Demons. I suspect this might have something to do with the Gangwar and Chain mechanic from /Electric, but I even had Kinetic and Pain’s healing on Auto, the /Electric was actually applying absorb shields. I still wouldn’t call triple boxing thugs “fragile”, only the most fragile 3 boxing so far. Now for the comparison to Robots and Demons. The “fresh 50” thugs were strong enough on their own to do +3/8 without even having their Alpha incarnates unlocked. I have gotten them all their first level shift (huge power boost for masterminds) and now they are doing +4/8 just fine, with times quite comparable to /Robots, despite not having any Judgements, Lore pets, Destiny, or Interface slots to help. I ran several farms with them, and their average time on the AE map was 6 minutes. So not quite as fast as my Robots were, but not as slow as Demons were either. Also keep in mind, My robot MMs all have their T4’s while my Thugs only have their T3 Alphas, which I am sure would improve their time. So, to compare 3 boxing Thugs, Demons, and Robots, all with similar builds and inf invested, here is how I would rank them – Durability – Demons > Robots > Thugs. Demons win here, hands down. I rarely lost any of them. I’ll loose a robot now and then, and I saw myself replacing thugs pretty much every map. But as mentioned, I suspect that /Electric mechanic might have something to do with that, but I never experienced that with Demons and their Hell on Earth either, so it could be something else. Damage/Map Clear Speed – Robots > Thugs > Demons. Robots win here, but not by a terrible margin. I suspect Thugs would be close with similar incarnate levels. Demons are far behind, being almost twice the time required as Robots to clear the same maps due to a lack of AoE and available space to engage targets, being almost all melee. Average Thug Times - Moon Map: 5:52 Night at the Movies (large city map): 52 minutes. Ease of Play/Boxing – Demons > Robots > Thugs. I would say Demons win this one. I never felt panicked or pressured, even when completely surrounded by 8+ spawns of mobs. They were reliable as a stone wall in every circumstance I put them in, and very easy to control. With robots you at least had to keep everything balled up in your fire patches, and with Thugs its sheer chaos. So if you are new to multiboxing MMs, I would recommend Demons for a first try. Honestly with 3 Demon MMs, you could likely go AFK on some maps or scenarios. So long as pets stayed in autoheal range, you would be fine. GM/AVs – Thugs. It’s not even close. Thugs bring so much to bear that it almost laps Robots and Demons, even with the Robots heavy –regen debuffs and higher incarnate levels. Against a lone target, dropping all 6 Gangwars makes them almost vanish in a cloud of smoke as everything, the entire army you have, all focus on one single target. Again, this is not in any way meant to compare 1 on 1 MMs, but 3 on 3 multiboxing. I think we all know 1 on 1 rankings would rank differently. But having more than 1 MM present, as well as “En masse” farming/fighting style of engaging as many targets at a time completely changes the dynamic. I am tempted to try 3 boxing Necro MMs, even though I suspect they wouldn’t perform as well as the “big 3” pet types. Or I might even see what 3 boxing Mercenary MMs is like, because who knows, this has been quite surprising. Anyway, Pics included to show the +defense stacking and resistance levels, and the builds I used are included. And yes, I am aware the builds are not optimized for solo play, but they are meant to be played as a box team. Thugs-Electric.mxd Thugs-Kin.mxd Thugs-Pain.mxd
  12. Personally I consider Omega Maneuver one of the worst T9's in the entire game. It has a very long cooldown, a laughable taunt effect, and only does Superior Damage. I am curious as to how it is intended to be used? On teams, the "fuse" on it is too long, between the cooldown, and the delay in its activation, it is unwieldly to use on fast moving teams. The damage on it is pitiful, you are better off sticking with your Venom Grenade > Suppression > X attack chain. The taunt on it has such a low cap, that it won't be saving your fragile spider pets. And even if that were the case, it lasts mere moments before disappearing, freeing all those mobs to go right back to your pets, and you have to wait over a minute to use it again. It is a power with multiple effects that is good at neither. Its terrible at damage, and terrible at taunting, so I am genuinely curious as to the thoughts that went into it. If it had a more realistic cooldown, or it was a taunt dummy that actually stayed up a bit of time, or even did actual meaningful damage, then it might be worth using. But the last time I checked most crabbers don't take it.
  13. Decided to give Dominators a try myself, usually I play Masterminds though. Have my heart set on a Plant Dom, secondary I am still musing about. Would like something to be both good and thematic if possible, so this thread has been a good read.
  14. Thank you for the input everyone. I was more or less wondering what other noteworthy uses there were for it, outside of /Time. There was a brief discussion about it in Discord last night, but overall it seems Buildup is the much better option for the classes with it available, at least offensively speaking. This was mostly me musing what other builds/powers might make use of it outside of /Time. IIRC in the discord last night people did point out it affected CC, but not its "Mag" effect, but its duration. I don't often play CC focused characters so I can't personally say how valuable that would be. It is nice to know it affects +absorb though, which makes me wonder about /Nature, /Electric, and even the new /Sorcery pool if you could apply it to give "bigger bubbles". I love finding little "gems" in games, or power combinations, especially if they are outside the box so to speak. I was thinking something like Power Boost, then activating a power, then hitting burnout, and using that power again all within the Power Boost Window sort of thing, but even if Power Boost isn't that grand outside of /Time, that makes me wonder about Buildup/Aim/Focus and Burnout. I am still reading conflicting thoughts though, some say outside of /Time and Farsight, Power Boost isn't really worth taking in a build. Other's say its good, but don't provide many examples or list specific powers aside from @Mezmera above. Still, fun to think about.
  15. Not needed, but it is the only aggro tool available to MMs. Personally I dislike its low target cap and brief duration. I think its the weakest of all taunt effects in the game if I am not mistaken. You could take it to give it a try perhaps, and can always remove it later if you find you don't use it. If there was a way to increase its area or target capability, it might be more worthwhile but I was never impressed with it. And I am usually the sort to take tools like group fly and fold space just to have them available, and I am hard pressed to validate taking provoke.
  16. Sorry @Kazyone but i have never played Beasts and have only limited experience with /Cold, but if you post your build I can take a look and give you my best guess! I have quite MM's quite a bit so maybe you are just missing some things?
  17. Hello Forums, I was in a conversation with a friend regarding Masterminds, regarding the Power Boost + Farsight combo, for increased defense buff. But we got to talking about what else it might be used for. The power itself seems a bit vague, with its "increased special" effect. They asked what else it might be used for, and I have to confess, I couldn't give them any for sure answers. I do suspect that it increases some effects, such as web grenade, but I'm not 100% kiss elbow for certain on that. Just what it "seems" to be doing, if I pop a grenade right after my Farsight, it seems to affect more than it usually does. A few things I do know however - 1. The Power Boost lasts long enough to get off 2 powers, if you are fast. 2. The don't affect toggles, only activated powers, and last for the duration. And that's it. So, are there other uses for this power? Would it help CC powers? Maybe powers like Nature Affinity or Dark? I am unsure what all would fall under "special" category, so I am curious to see what else it would affect. Thanks bunches!
  18. @Koven Hello and welcome to CoH! All good advice from above posters, but one thing I wanted to highlight is that especially with Masterminds, your power pairings will play very very differently compared to other ATs. A tanker is always going to tank, a blaster is always going to blast, but Masterminds can be made in all sorts of ways. With that in mind, even if your first MM might be iffy or you don't like the flow, if you are super attached to a pet type I would recommend try paring it with a different secondary. A /Time mastermind, will play and feel very differently from a /Forcefield or a /Electric mastermind for example. So there is nothing wrong with trying a few different versions out before settling on something you like. Ninjas are considered to be a bit fragile to be sure, but decent damage. So you will have to protect them somehow. /Time has solid defenses, healing, an emergency button with Chrono Shift, and a few debuffs. The downside about time is while it is overall balanced, it doesn't really stand out either. But overall it is quite strong. There are a few tricks you can do with /Time as well, such as power boost and farsight to boost your defense even further, or focus on the slows and immobilize to out range/out shoot your enemies. (This requires ranged pets though, such as Robots or Mercs.) /Electric is my favorite powerset. It is all out survivability though, which isn't everyone's cup of tea. It offers Absorb shields, Heals, Status Immunity to you and your pets, Resistance buffs, and a small damage buff. The only offense it has is a single target -20% damage and an AoE -10% damage debuffs, but they do stack, so you can do a -30% damage to a boss and so on. It also offers effective infinite endurance later on, and since you already have status immunity with Farday's Cage, you are free to take Barrier Incarnate power, making your team even tougher overall. Out of all of the powersets, only /Electric offers Status Immunity, Infinite Endurance, and Barrier. Usually people have to pick 2 of the three - either ageless, clarion, and so on. But you won't have to pick, having effectively all 3. /Traps is also a strong contender, especially for solo. It is more or less the king solo powerset for MMs. You can kill AVs, GMs, pretty much anything you want to with /Traps. But the playstyle is a bit different. More or less its a "plant the flag" style of play. You pick a spot, drop your traps, making a zone with multiple effects and kill things there. If you want to "Tankermind" its hard to go wrong with /Traps. /Forcefield is the "chill mode" powerset. It offers a few things but it is mostly toggles, which means its a very hands off playstyle. It has a defensive aura for you, for allies, as well as some repulsion field toggles. Running all of them is very END heavy though, but can be very effective with ranged pets. The downside to /Forcefield is it has no built in healing as a power set, so you will rely on pets self heals or have to take medicine pool, or stock up on green inspirations to drop on pets. Some people love it, some people hate it. Your milage may vary. /Nature is similar to Electric in that it offers absorbs, but also has debuffs as well. It has very strong healing/regeneration too, but many of its powers are "cones" or Targeted AOEs, which again, some people love or hate. Meaning you have to aim with some powers, unlike some powers like /time where heal is an AoE that doesnt require facing. Not all of Natures powers are, but there are some. It also has an interesting bloom mechanic that allows stacking bonus to healing, 4% for up to 5 times for a total of 20% bonus heals. This isn't just your healing either, its all healing, such as other team mates or even pets self-heals, which can be quite powerful on pets that can self-heal. Nature also has good debuffs as well, such as -damage, -resistance, -hit, and -regen. /Dark is the king of CC and Debuffs for Masterminds. Personally I am not a fan of it due to its playstyle, but there is no denying it is Strong. Dark pairs particularly well with Demons or Necromancy, as those two pet sets have debuffs as well. It also boasts one of the strongest heals available to MMs, but the downside is that it can miss. One highlight about /dark is that it has 3 -tohit debuffs, making it also pair well with a pet set like Robots that is strong on defense, because its sort of like double dipping the chip - Your defenses are effectively greater, because your enemies have an even lower chance to hit you. One thing to highlight is that what is "good" strongly relies on several things - 1. What kinds of activities are you doing? - Story missions, AE's, Random Radio Missions, Farming, Boss/GM hunting, ITFs, etc. 2. Will you be playing more solo, or will you be looking to team up most of the time? Or a balance of both? 3. What difficulty will you be playing on? - Not all pets/powers/ATs can play on hardest difficulty at max level. Not that this means they are unbalanced or anything, I would recommend trying to see as +3 and +4 as a sort of new game plus or extra difficulty, where only some ATs/builds/combos will excell. But just about everyone does fine on +0-2 difficulty, on just about every activity. 4. Lastly, and most importantly, personal preferance. What you like and dislike is something that only you can decide on. What do you want to focus on? Theme/Style? Minmaxing? Having certain characters be the best at certain activites? Or do you want a more well-rounded character? So when you ask "what is best/good" and so on, is largely subjective here. There are some things where numbers don't lie, but I've seen people do amazing things with powersets that some people tend to think are subpar. Honestly, I would focus on just having fun and learning the game and the class. After you got some time and levels under your belt, and learn the game, that's when you can start to think/plan long-term. Hope this helps! Again, welcome to CoH and to Masterminding!
  19. I would still go for Musclature personally, as you might not be able to keep fulcrum up all the time, but Agility is also an attractive option for more of an overall boost. So really depends on what you want. Nothing wrong with getting a t3 in each and trying them out either, as you can swap them anytime you arent in combat. Different incarnates for different situations - solo vs team, radio missions vs raids, etc.
  20. I have a Robots/Kin, but shes meant to play on a team with 2 other masterminds. But here it is, might give ideas/suggestions - Sins Robot-Kin MM (fold space).mxd
  21. Well this doesn't work with all pet sets, but its a mixed blessing that most of your damage as a robot mastermind comes from the t3 bot. While it can feel slow to level up a robot MM, the silver lining is that its easier to increase your total net damage. That's why I prefer to slot buildup in my t3, instead of my t1's, as well as only having 1 target to pop reds on to boost his damage if I need to, on top of being able to pop Support hybrid. So the base toolkit lacks big +damage buffs to be sure, but I never had issues dropping red inspirations on my big boy either. Plus there are other things such as leadership damage toggle and energizing circuit. It's no Thermal's Forge numbers, but it's not a "zero" either. But each to their own! I found storm too fragile and and too indirectly supporting for my taste. I am not saying it is bad or anything, far from it. It's still a solid power pick, just wonky gameplay for my personal preferences.
  22. MM personal attacks are considered some of the worst in the game - they have damage and endurance penalties. Honestly? It isn't really worth it. The demon whip attacks are okay but even they are nothing to write home about. My chain is mostly dropping cage, applying absorb, dropping a bonfire, healing if necessary, using fold space to move things into my assault bots fire, etc. You will still have plenty to do. You will get more mileage out of trying to control the fight and support your pets than trying to pewpew alongside them. But if that's what you want to do, don't let anyone stop you!
  23. Sure thing hon, here you go - PS - added pics to help with slotting and such. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Technology Mastermind Primary Power Set: Robotics Secondary Power Set: Electrical Affinity Power Pool: Leadership Power Pool: Fighting Power Pool: Teleportation Power Pool: Flight Ancillary Pool: Heat Mastery Villain Profile: Level 1: Battle Drones (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (45) Call to Arms - Accuracy/Recharge (45) Call to Arms - Accuracy/Damage (45) Call to Arms - Accuracy/Damage/Recharge (46) Call to Arms - Defense Bonus Aura for Pets (46) Sovereign Right - Resistance Bonus Level 1: Shock (A) Recharge Reduction IO Level 2: Rejuvenating Circuit (A) Preventive Medicine - Heal (3) Preventive Medicine - Heal/Endurance (3) Preventive Medicine - Endurance/RechargeTime (9) Preventive Medicine - Heal/RechargeTime (40) Preventive Medicine - Heal/RechargeTime/Endurance (43) Preventive Medicine - Chance for +Absorb Level 4: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (5) Shield Wall - Defense/Endurance (5) Shield Wall - Defense/Recharge (7) Shield Wall - Defense/Endurance/Recharge (7) Shield Wall - Defense (9) Shield Wall - +Res (Teleportation), +5% Res (All) Level 6: Equip Robot (A) Endurance Reduction IO Level 8: Assault (A) Endurance Reduction IO Level 10: Energizing Circuit (A) Preemptive Optimization - EndMod/Endurance (11) Preemptive Optimization - EndMod/Recharge (11) Preemptive Optimization - EndMod/Accuracy/Endurance (40) Preemptive Optimization - EndMod/Accuracy/Recharge (40) Preemptive Optimization - EndMod/Endurance/Recharge Level 12: Protector Bots (A) Edict of the Master - Defense Bonus (13) Sudden Acceleration - Knockback to Knockdown (13) Expedient Reinforcement - Resist Bonus Aura for Pets (37) Shield Wall - Defense (39) Superior Command of the Mastermind - Accuracy/Damage (39) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 14: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (34) Gaussian's Synchronized Fire-Control - Chance for Build Up (50) Gaussian's Synchronized Fire-Control - Recharge/Endurance Level 16: Faraday Cage (A) Unbreakable Guard - Resistance (17) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - Endurance/RechargeTime (19) Unbreakable Guard - RechargeTime/Resistance (19) Unbreakable Guard - Resistance/Endurance/RechargeTime (34) Unbreakable Guard - +Max HP Level 18: Kick (A) Empty Level 20: Empowering Circuit (A) Adjusted Targeting - To Hit Buff (21) Adjusted Targeting - To Hit Buff/Endurance/Recharge (21) Adjusted Targeting - To Hit Buff/Endurance Level 22: Tough (A) Steadfast Protection - Resistance/+Def 3% (23) Unbreakable Guard - Resistance (23) Unbreakable Guard - Resistance/Endurance (33) Unbreakable Guard - RechargeTime/Resistance (33) Gladiator's Armor - TP Protection +3% Def (All) (48) Unbreakable Guard - Resistance/Endurance/RechargeTime Level 24: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Reactive Defenses - Defense (25) Reactive Defenses - Defense/Endurance (31) Reactive Defenses - Defense/RechargeTime (31) Reactive Defenses - Defense/Endurance/RechargeTime (33) Reactive Defenses - Scaling Resist Damage Level 26: Assault Bot (A) Sudden Acceleration - Knockback to Knockdown (27) Soulbound Allegiance - Chance for Build Up (27) Superior Mark of Supremacy - Damage (29) Superior Mark of Supremacy - Accuracy/Damage (29) Superior Mark of Supremacy - Accuracy/Damage/Endurance (31) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 28: Teleport Target (A) Interrupt Reduction IO Level 30: Combat Teleport (A) Range IO Level 32: Upgrade Robot (A) Endurance Reduction IO Level 35: Insulating Circuit (A) Panacea - Heal/Endurance (36) Panacea - Endurance/Recharge (36) Panacea - Heal/Recharge (36) Panacea - Heal/Endurance/Recharge (37) Panacea - Heal (37) Panacea - +Hit Points/Endurance Level 38: Fold Space (A) Recharge Reduction IO (39) Recharge Reduction IO Level 41: Bonfire (A) Sudden Acceleration - Knockback to Knockdown (42) Explosive Strike - Chance for Smashing Damage (42) Range IO (42) Annihilation - Chance for Res Debuff (43) Positron's Blast - Chance of Damage(Energy) (43) Javelin Volley - Chance of Damage(Lethal) Level 44: Hover (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (48) Luck of the Gambler - Defense/Endurance (50) Luck of the Gambler - Defense Level 47: Fly (A) Flight Speed IO Level 49: Group Fly (A) Soaring - Endurance (50) Soaring - Endurance/FlySpeed Level 1: Supremacy Level 1: Brawl
  24. Here are some thoughts - 1. You might be better off combining -damage/hit powers and holds/immobilize to keep things at range and reduce the damage your robots take. Like Entangling, Flash, and Poison Gas, and EMP arrows. You might fare better if you didn't focus on your own personal attacks and instead slotted those powers to be stronger. I do see multiple ways to help your pets out if you moved some slots around. 2. I would definitely keep Oil Slick arrow too. 3. The big issue I see is that you have no way to heal your pets, aside from the repair bots. Your pets are going to take hits, no way around that. And even if you reduce it as much as possible, they are still going to get dents. You have options to take Repair, or Medicine Pool. 4. You might also have better luck if you had a different epic pool. Fire has bonfire which is a good dot/CC (fantastic for proc slotting), Mace has Web Grenade too. 5. The BIGGEST hole I see is you have next to none of the Pet Aura IOs. You only have the one from your AT, but you can slot the Recharge pet ones as well. 6. You can put a damage proc in your pets, and they can proc it with their attacks. It is a noticeable bump in damage. 7. You are missing quite a few of the important IOs yourself - Reactive Defenses Scaling Resist, Shield Wall 3% Defense. Remember the more you are hit, the more damage your pets take through bodyguard. So shoring up your own defenses as well indirectly helps your pets too. Also, you can put +defense on your protector bots do make their buffs even stronger. 8. Lastly, if you are playing the "outshoot them" angle, you might do much better if you slot some +range IOs into your arrow powers too. The more space between you and them, the better. You could do something like - First hit them with a hold/immobilize, then a Slow, then while your bots are engaging, hit them with that -hit power to soften up any return blows. By this point you might need to help your bots repair the big bot, then rinse repeat as necessary. Far as playstyle goes, I would say it looks like you would use knockbacks, holds, -damage and -hit, more than damage powers. Hope this helps!
  25. A few thoughts from me - 1. You are missing Shield Wall, thats 3% defense you are missing out on. You could put it into your Prot bots if you are short on slotting. 2. Repair seems like a bit of a waste of a power pick, as your Prot bots can already heal, and you have Radiant Aura as well, so Repair just seems like it might be a waste. 3. As others pointed out, you might do better with a different epic pool. I perfer Heat Mastery for Bonfire personally, but Mace would be a good pick too. You could stack higher defense and still get web grenade, and power boost if you so choose. Specifically with a few -hit powers it might be better to try to get a higher Defense to get more mileage out of your secondary set. 4. One thing that sticks out is you have Intuition as your Alpha Incarnate. I would really really recommend Musculature, as it fully affects henchmen. They also benifit from Interface as well. Hope this helps!
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