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Neiska

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Everything posted by Neiska

  1. @Wavicle @arcane - much more helpful answers, thank you. Will pass those on. A few of them got pretty depressed at the rumors so just wanted something positive to pass on.
  2. @Wavicle - First, i wasn't asking for myself. I don't even take RoP anymore, and I haven't in a year. But there has been discussions ingame that more or less is a "now what?" among the DPS centered folks, and I haven't seen any "well there is X, Y, or Z" at all. Which was my entire point in my post, was "well, what options do they have now?" because there doesn't seem to be many alternatives. I don't play squishes though, so I am uncertian what to tell them.
  3. Thank you for the non-answer. I will be sure to pass that on to the 5 players in my SG who are shelving their squishies in light of this RoP change.
  4. I have tried provoke on a robot/ea, robot/time, robot/traps, and a few demons. Most of the time, I really dont think I can justify the pool slot. It can miss, has a low target cap, and doesn't last overly long. And its the weakest taunt (i believe), which makes it easially over ridden by pretty much anything that wants to. Which leads to the following - When solo, there really isn't much need for taunt, as I can simply stand where I want them to engage me, and force them to come to me. Long ago I gotten in the habit of standing in my own robots fire patches, which worked far better than anytime i tried provoke. When on teams, even with provoke I rarely kept attention for any amount of time, and I certainly didn't outaggro tankers, brutes, scrappers, stalkers, blasters, corruptors, widows, warshades, peacebringers, etc. About the only one I could out aggro was the defender. Which makes me question the point of it. I have had much better results with group fly as well as fold space, and am currently working on theorycrafting for experimental pool, namely for that vial power which i heard is fantastic for proc-slotting. Just my experience with provoke on many MMs. Yours might certainly be different.
  5. So what are the fragile builds supposed to do now, lacking RoP? Even if you slot for it, if you want to be semi durable on say, a corruptor, you are more or less forced into /time now, unless I am missing something? Or do they not want "squishes" soloing on hardest difficulty? I also wish to add I tend to favor tankers and masterminds, I have shelved my blasters, corruptors and even my widow when they all used the old RoP. With the new one, I shudder to think what it might be like soloing as a blaster now. I don't see many of them capable of the highest difficulty rating until near endgame levels and slotting now. And even then, I question if many of them would be able to. I am not doomsaying, far from it. I am more or less curious as to what the alternative will be for such builds now.
  6. With respect to everyone in the thread, I would like to point something out. I disagree with the notion of "team stealing", simply because the star-passer, makes a choice. It's their decision, to pass the star to whomever. No coercion or intimidation was involved. They can pass it to a 50, just as well pass it to a level 15, and it would still be the same tool being used. About people "requesting" the star. Well, some people ask in different ways. Some might get aggressive or insistent, or even outright demand it. Even in such cases, I do not consider it "team stealing" as OP insinuated. There is additional pressure certainly, but the current star holder has to select the option to pass the star, to whomever they choose. They are using the tool, as it was designed. No more, no less. The only way I would agree that it was "team stealing", is if the person requesting the star didn't get it, and then talked everyone else into quitting the team, and forming a new one, omitting the previous star holder. To me, that would be a form of team stealing. Which I have never seen or experienced. (I hasten to add I am not claiming it never happens, only I have never experienced such a thing.) People certainly free to come and go as they please, for whatever reason or urge compels them to do so. I do have to pause and self reflect here though, and ask isn't life rather short for a thing such as this to be a heated debate? We all have access to the same tools, regardless of playstyle and activities. I consider this a non-issue. Surly I am not the only one to view it as such? Best wishes
  7. Still sort of bummed at the RoP ongoing tweaks and changes. Some people (corruptors and blasters mostly) used RoP combined with Barrier to survive. Even at max recharge, there was still a 30(ish) second gap in protection IIRC, but now it will be even wider. Personally my favorite use for it was on my Widow to help absorb alpha strikes when my defenses weren't ready. I am curious as to what the new solo blaster/corruptor builds will be, since RoP/Barrier juggling won't be sufficient anymore. And I have yet to see any ideas or suggestions put forward in that regard. TLDR - The squishes who used to rely on ROP still got a whole lot squishier.
  8. A few thoughts - 1. Different people will enjoy different activities. I would hope people agree this is by design in a game where you can pretty much play anything, limited only by your imagination. Some people like to quietly solo. Some people like to farm. Some people like to lead a team of heroes against global threats. Some people like to play the market/auction house. Some people like exploring. Some people like base building. Some people like hanging out and roleplaying with their friends. Some people host costume contests, dance parties, games of chance, or trivia. I have even come across a blackjack game in progress. None of these things are wrong. I would argue to be expected. 2. With regards to teaming itself, well, I do lead teams. I regularly offer spots when I am farming. Not everyone likes farming. That is fine, I have no argument against that. And they are certainly free not to join my group as well. But this has lead to some interesting conversations as well as making many friends, simply because I farm with Masterminds, and have become quite good at it. Which seems to be a somewhat rare thing to see, which leads to questions and discussions on the how's and details. And as far as I can tell, people are genuinely excited to see it. What I do not do, is I do not lead teams on random missions. For a variety of reasons. I largely dislike the "gogogogo" playstyle that all too often pops up among a random group of strangers. I may join a team that includes friends, because our playstyles and personalities mesh well. But the random PIs or ITFs where it is gogogogo I do not find particularly enjoyable. Even if no one dies, and the mission goes off flawlessly, I dislike being encouraged to run about like a headless chicken. I would much rather do my own thing and get more infamy, more drops, more experience, then be a part of such things. I do however, join teams where I don't lead, largely as a support role. I don't focus on the damage or killing enemies, I focus on everyone's health, endurance, so on, particularly with low levels involved, as my setup can manage all of that for the entire team. 3. On the "stealing the star" topic, I would argue that would depend entirely on who is giving it. If the lead star leaves the group, they can pass to whomever they wish. Or, if they just leave, then whomever gets the star gets it. And it is up to the remaining TEAM to decide whom should get the star, to my mind. And one person on the team stating "they stole the star" does not make it so, if the rest of the team doesn't feel the same fashion. And in my experience, for the most part as long as missions keep succeeding, most people don't care who has the star. Indeed, some don't even want it or be responsible for selecting the next mission and whatnot. I would like to close remarking on the irony in simultaneously presenting a case of "we need more random team leaders" and within the same paragraph, go on to say "stop stealing the leadership star" which to my mind, is a self defeating argument. Just my thoughts on it. Best wishes to everyone, regardless of favored activity. Star or no star.
  9. For me, its my Robots/Electric. Standalone she's my main character, and can do any content I have yet to try with her from AEs, to PI missions, story arcs, Incarnate content and trials. She brings a ton to the table for any group she joins be it status protection, +absorb, healing, endless endurance, damage buffs and debuffs. And she has enough damage to solo on the hardest difficulty setting as well, which is a big plus for me. But my favorite thing though, is 2 boxing her with my robo/time MM, and taking them on a mission together. The overlapping assualt bot patches x2, plus bonfire, plus the time's zone of slowing and web grenade, its just a giant ball of flaming death. My two MM's together can clear AE maps faster than my two brutes can too. Not because of individual damage output, but of how MMs can more or less bypass the aggro/target cap table. Two brutes fight 2 spawns of 8 mobs each? Well, my two MMs engage 6-8 groups of 8 mobs each. And not only do they kill them all faster than the 2 brutes do, I hardly loose any pets in the process. So it's an overall win/win!
  10. @GuardianSaint - Here was my first attempt at Demons/EA. There are lots of things you could change or swap out, but this one performed wonderfully. I never got around to further improving this, as I made the change from Demons to Robots. But I hope this serves as a starting point! Demons-EA.mxd
  11. @Jacktar - well I am on everlasting if you want to see my robo/ea + robo/time MM team at work, can show you how it looks/plays. Glad to hear you like it though!
  12. @Herotu - Hello! Hopefully I can offer some more input! 1. Yes, absolutely put KB -> KD procs in your battle drones and assault bot. The reason being, most of your damage will come from your Assault Bots fire patches, and you don't want things getting knocked out of it! 2. I usually slot 2 "auras" in each of the pets - t1, t2, t3. So they effectively share the load, because bots has no "mule" power. Why spread it out? Because of #3 - 3. Definitely put Build up into either Battle drones or your Big boi! Putting it in your drones will mean more effective "uptime", but putting it in your Assault bot can boost its (and yours) main damage - the fire patches. Both are good, I tend to lean toward Assault Bot, mine always seems to get plenty of uptime on it. 4. Not to be overlooked but you can put explosive strike Lethal procs into your robots to! It does matter! 5. Oh yes, group fly is very, very, nice on Robots. Because they stay ranged! So if your enemy has no ranged powers to speak of, and no -fly abilities, they are more or less completely boned. On one map I can go completely AFK and farm with my robot/ea MM, just with group fly on and my +Absorb on autocast. And this is on max difficulty. I imagine it will be quite similar with a radiation MM! 6. As far as slotting 2 damage procs being a waste, well that really depends on your current totals, as well as what other options there are? But in my book, when in doubt, more chances for +damage is never a bad thing. 7. Don't forget for "outside the box" ways to boost pets further! -res procs, interface incarnate, alpha incarnate, I mean, I keep finding people who never knew you can use inspirations on pets. You just drag and drop it onto their hitbox. Purples, Greens, Reds, Yellows.. So long as your pet isn't "mid action" in an attack, it can and will "use" it and get full benefit! I have never played /rad MMs, but I have several Robot MMs! So I hope this helps!
  13. Well, here is a list of what I can think of off the top of my head, as far as what sources MM's have to boost not pet damage, but "effective damage", to perhaps bypass their damage cap - Enhancements - Fury of the Gladitor - -res proc Annihilation - -res proc Achilies Heel - -res proc Incarnates - Interface Reactive - -res/fire dot proc Interface Degenerative - -hp/toxic dot proc Pets (robots in particular) Explosive Strike - smashing proc Soulbound Allegiance - Chance for buildup Now, the wiki says that the -res can stack up to 5 times, per source. So all your pets with Reactive, will only have 5 stacks of -res at most, from the Interface. What I can't answer though, is if Fury/Annihilation/Achilies behave in the same manner, or if they stack at all either with each other or with Reactive Interface. (that's a question for the theorycrafters, who are far more knowledgeable than my humble self, so apologies for that.) But in theory, you should be able to use Reactive Interface (that pets benefit from and can proc themselves), combined with Explosive Strike + Chance for buildup, on top of where ever you can sneak in Fury/Annihilation/Achilies further -res procs.
  14. Mhm, I did not mean to insinuate that "you" personally were unaware, I try to go into detail for future people who may read this and also may learn something. But yes, hopefully Assault hybrid will be more important for us soon, but perhaps there are ways to boost our "effective" damage, such as more sources of -res procs? Any power pool or epic pool choices that may not boost their "damage", but reduce/debuff? We might make more headway in effectiveness if we started thinking of options for that as well?
  15. Honestly, if the MMs did actual damage relative to others, I would say the MMs would be OP at that point. Largely the only thing holding them back, is their lower damage. But there are ways to compensate - interface onhit powers, I find the -res one works well for pets, with a dot. musculature alpha - does indeed affect pets! some pets can slot damage procs, and it does make a difference. Some pets can benefit from the "build up" Soulbound IO too. I always slot one into my assault bot. Also not everyone is aware, but you can "drag and drop" inspirations onto your pets. Such as +damage and whatnot. Just click and drag it onto their hitbox! So long as they aren't in the middle of an action, they will pop it and benefit from it, just as if you used it yourself. Some sets have +damage buffs, such as Forge from the Thermal Secondary, which I believe is around 30% or so? Not shabby at all for your T3 pet! And the usual stuff like assault toggle, proper Accuracy/damage pet slotting, etc. Also worthy of note - the theory crafters in discord are musing that putting Assualt into the Hybrid Incarnate Slot might be a big deal for MMs soon, with the quickly re-castable pets. Such as popping Assualt, then Repopping pets (who in turn benifit from the assualt buff), and then rebuff them with your usual pet set "upgrades." So while its not "for sure" yet, but it is "possible" that MMs might be getting a sort of back door damage boost soon. I am not involved with this theory crafting personally, but as I understand it, testing and such is still going on. So while you are right that pets have a lower damage cap, if they didn't, honestly MMs would be pushed into OP'ness IMO. They can already be tailor made for what you want to do, and if the damage on "all" of them were raised, that would make the more offensive-minded setups such as /storm even moreso. MMs damage can vary greatly, depending on pet choice and secondary power selection. I am afraid that with your Robots/FF choice, you are likely dead last for damage output, or close to it. Especially when compared to something like a Thugs/Storm build who might do 2 times as much damage as you do. While I certainly will never win any DPS races, I never felt my damage was completely inconsequential either. Have you considered a different secondary? Your choice in secondary's matters greatly for how a MM will play, what it does, how much damage/healing/support it brings, and so on. PS - Edited for clarification
  16. @Jacktar - Apologies for the late reply! Only just now noticed the thread. And I have an unconventional suggestion - A Mastermind. Wait wait wait, hear me out! I'm serious! STOP LAUGHING! FOR REALS! Are you done with the giggles? Okay, here are the important deets - 1.) Awhile back, they changed how pet AI works. Simply said, if the pets have ranged attacks, they will not run into melee. Instead they will hang back, and pew pew away. The main ranged attack sets, are Robots, Mercs, and a few of the Demons. But I strongly consider robots the best overall choice. Anyway, you pair this AI change, with group fly. Poof! Now you have a whole flying Team of hover farmers! So I rolled up a Robot/Time MM, with group fly in mind. Well, it proved SO successful, that I made a Robot/Electric MM as well, who is now the "main" of the team. 2.) Now here is an IMPORTANT note - Threat tables work differently for ATs with pets. Usually, the threat table is limited to 16 for tanks, 12 for everyone else. (I believe?) Well, what isn't written is that each PET can also have 12 mobs. PER PET. So, do the math - 1 (you) + 3 (t1 pets) + 2 (t2 pets) + 1 (t3 pet) = 7. But I run two MMs! so that's 14. 14 "threat tables", which means - 14 threat tables x 12 mobs per = a grand total of 168 mobs at once! (in theory.) 8 mobs per spawn. So in theory, two MMs could engage up to 21 spawns of 8 mobs EACH. (assuming each pet and MM has 12 mobs on them apiece.) Now in practice, it doesn't work out this way, due to restricted area and available standing space and distance involved between spawns. But I quite regularly fight between 5 and 8 spawns with my MM team on the maps mentioned below. In fact when on the Moon AE map, I pretty much fight half the map at once, the wandering spawns aggro themselves, and at the end of it I have only 1 or 2 straggler groups to mop up before doing the next part. NORMALLY, fighting such a mass of mobs would mean death. But my /electric and /time Robo MMs just compliment each other so well, that they and all of their pets survive just fine. On the hardest difficulty. So not only can they "farm", since they are engaging so many MORE mobs at a time than a brute (their 40+ compared to the brutes 12 or so) they clear maps faster, despite doing less damage individually, they do much more "en masse" vs the map as a whole. Here is how it all comes together- I pilot my /EA, with my /Time on follow. All pets are in bodyguard mode at all times, both with group fly enabled. KEEP your PETS targeted! Super important for +absorb and other powers that require targeting! With my /EA, I focus on +absorb, but when I move from spot to spot, I throw up a cage. I throw on the damage buff if I feel like it, but it largely isn't necessary. She has barrier as well, since ageless and clarion aren't needed with +End and Cage powers. With my /time, I have her on follow mode, and when barrier is down, I click my power boost and my +def to cap "everyone's" defenses. When mobs really bunch themselves up, I throw down a Zone of slow on the patches of fire, just to make sure between that, and web grenade, everything is super slow to escape the wrath of my robots! Even Elite Bosses melt quickly under the giant zone of death I plop down beneath myself. Now, keep in mind, we are all flying. With that, mobs naturally want to run right beneath you, even being so courteous enough to stack and bunch themselves up into a nice big ball! This is where the fun begins... Missile swarm from two assault bots, that stacks great big ole burning patches. My my my.. what a lovely spot for a... Bonfire! (from my /ea.) With a Web Grenade from my /Time! Mwahahah! Burn mobbies! Burn! Yes yes yes! This has proven to be "incredibly" effective. Not only is the team pretty immortal, even on highest difficulty, but on some maps I can fully go AFK and do dishes or do a load of laundry. In case you were wondering, the 2 main maps I run with this setup are - Night at the Movies - Fire, no elite bosses - A nice, big, map with lots and lots of enemies. You have all the space you need to hover. I can even go AFK on this map with my MM team while fighting 4-5 mobs at a time, because they have few ranged attacks to speak of, and zero -fly powers. So my +absorb and +heal on autocast, are plenty enough to deal with whatever damage does come in! So if you want to hover farm with a Mastermind, this map has my vote! Comicon - Fire Moon Map - With this map, its the high risk/high reward. More or less as soon as all pets arrive, I throw up barrier and move to the very center of the map. Throw up Cage, as well as +absorb, and begin killing. You "can" hover on this map, but it has a lower ceiling. But you have to pay attention because its easy to get in over your head and get mobbed. And honestly, it does work better on foot on this map. But you can "hover farm" on it. But I mention it out of a sake for completeness. TLDR - a robot mastermind can hover farm quite well, because most of its damage comes from the assault bot's fire patches. And since you are flying, mobs want to naturally run under you. So they more or less heard themselves into it, with no effort on your part. All that's really required from you, is to make sure you are hovering "over" your assaults fire patches. But you can make it much more complex and effective than that! Hope this helps!
  17. @Saravarng Hello fellow Mastermind! I am sorry to hear you have difficulties with your /FF MM. Personally I think FF is adequate, but far from optimal, because it is a one trick pony. What it does, it does well, but lacks tools or options for other situations. I do want to offer a bit of encouragement though. If you compare MM damage to almost any other AT, well, 9 times out of 10 you might feel lackluster. But that's not what MMs are for. Damage folks are a dime a dozen, from blasters to corruptors to stalkers to brutes and scrappers, I leave damage doing and focusing to others. I take great solace in knowing that I can bring far, far more to the table than mere "damage." My main MM is /Electric so I will focus on that for an example - With /Electric, I can create a zone of status immunity for myself, my pets, and anyone standing in it. It also boosts their resists to ALL by nearly 18%. I can prevent damage taken with a + absorb, and I pack plenty of punch healing as well. I can even give everyone effectively infinite endurance, letting the people who DO specialize in damage, far better than I could ever be capable of, to really "give them both barrels" or "give them a full broadside!" resulting in a much stronger overall effective team. On top of all this, I am durable enough to outlast nearly everything I have come across yet to date. I am even durable enough by myself that even on the hardest content I could take a wrong turn, and know I am in very little danger of dying. I may not kill them fast, or even before the team finds me, but I sure wont die either! But when people ask what do MMs do, I usually reply with "What do you Want it to do?" because aside from Damage, you can personalize and tailor a MMs to do pretty much anything you want it to. Want to be immortal? A MM can do that in spades! Robots or Demons are great picks for that, and Electric, Time, and Traps are all great pairings! And there are others too! Want to tank? Well you can tankermind! In fact in discord there have been blurps of discussions about how best to include the new Fold Space into tankerminding, along with musings of adding experimental pool into the mix, because apparently, you can load the Vial power to be very proc-favored, which would pair VERY nicely with caltrops! Want to solo? MMs are still one of the most solo capable ATs fresh out of the box! They may not be the "fastest", but they really can be made to solo nearly "everything", which is not something even the fastest farmer can boast. Want to farm? They can do that too! In fact, when I 2 box my /electric and my /time, I clear maps far faster than any other farmer I have tried, simply because I can aggro so many MORE mobs at a time, survive them all, and overlap 2 patches of Assault Bot Fire, Bonfire, Web Grenade, and just watch everything just melt. Even Elite Bosses don't last very long. And I am not fighting 2 or even 3 spawns at once, I am fighting 7 or 8 spawns at once. (at least on the moon map.) So in "total", I am doing far, far more damage than a brute is capable of. Not individually mind you, but in total vs the current map. And trust me, seeing 40+ enemies taking a spamming number of contant "10-10-10-10" damage is a very good feeling. Want to be the healer? Well you sure can! Some MM secondary's are fantastic total support packages, which can make even defenders go green at the gills. And even if you are a healer specalist, you can STILL solo, which some defender setups might have difficulties with. Want to Debuff/CC? Well, /Dark will be your best companion in this friend. I have seen some /Dark setups that were so effective in this that our enemies only wish they were dead, but there are other secondary's that are almost just as good too! I have never tried it, but I have heard fantastic things about /poison. Want fun themes or fun activities? MM's got you covered hon! MM's can do all SORTS of fun things that no one else can, from Hunting down and killing every GM/AV as a /traps, to bringing perma-gangwar thugs for an absurd amount of chaos, or even using burnout for x2 gangwar for sheer and utter lunacy that would make even the Joker approve of. One can even specialize as an Aerial combatant with Group Fly and A ranged pet such as Robots or Mercs, firing down at your enemies with impunity. There are so MANY different things you can do, only on an MM, that no other AT can even dream of. Which to me, is the "real" power of the Mastermind. Their varied approach to combat and "how" you want to fight. A blaster is always going to blast. A scrapper is always going to melee. A stalker is always going to stealth. But with a mastermind, you can personalize it, indeed, sometimes within the same build! Letting you fight in different ways even on the SAME character, which is something only the Warshades and Peacebringers can do, but MM's even trump them in this as well, for they can do multiple roles at ONCE. To summarize, I love Masterminds. I even run two of them, and might possibly start running a team of three! They are the Royalty of Support to my mind, and can literally be made to do anything you want them to do, and leave the damage tunnel vision to the other ATs built for that. So please, don't get bummed out when you see that brute run ahead and fight in the swarm. He is doing what he is meant to do!.... But that's "all" he "can" do. While you, my fellow mastermind, "can" be capable of so much much more, with a little planning, forethought, and discussions with your minions. Best wishes!
  18. My thoughts - I didn't even use RoP for status, my main use was using it combined with barrier for durability on a squishy AT, such as blaster or some corruptor setups. If I can't survive basic combat, the last thing I was worried about would be status protection. Before it was 90 seconds uptime, with a 600 second downtime. With enough recharge you could cut that down quite a bit, but even with as much recharge as I could manage I believe there was a 24 second gap where both RoP and Barrier would be down, which basically meant instant death. Now if my math is right, that gap could be as long as 54 seconds, but I have yet to sit down and actually do it ingame to find out. But either way now even if you got every scrap of recharge that was possible to get, RoP's duration/cooldown now isn't enough to rely on to be used as a resistance buff, rather than a "status protection" panic button. I also used it as an additional layer of protection on my Widow, for times when her resistances got overwhelmed. I do understand the change, they wanted it to be more of a panic/emergency button than a buff. My issue is that now its more difficult to make a quasi durable offense AT, at least for people who used Sorcery pool. I also now wonder as to what qualifies as OP, or where is the line drawn. I mean, a fine argument could be made for nerfing CC and Debuff abilities as well as those are OP at endgame. Or fighting pool itself, as more builds take it, than builds that don't, specifically for weave and tough. I mean, if we are going by how many people take X pools as for what is OP or not, then I would take a look at Fighting, Leadership, and Combat Jump pools as nearly every melee and many non-melee builds all take those 3 pools. Now I am not arguing for those pools to get nerfed, I am only using them as an example for context. It just seems like the "finish line" so to speak isn't equal for all builds/playstyles/game mechanics, and that there are far too many "shoe in" powers that aren't mandatory per say, but they might as well be. My two cents for what its worth.
  19. @Majinbewbs - ive heard good things about it, despie necro being a middle teir pet set, it naturally favors being in melee, which is good for /traps. @Trebmasi - hi hi and welcome to masterminding! Your question is largely personal taste, as well as what you want to be able to do. Some pets pair well with some secondary's more than others. But bots/traps is the iconic AV/GM killer, but other options I have heard being good are Demons, Necro, and oddly, Beasts. As I understand it, the general idea is to play a pets/trapper either as a tankermind setup like the bots, or with a pet set that naturally favors being in close range/melee combat, which is Demons, Necro, and Beasts. Demons comes with their own res buffs, so there is that. And have a varied range of damage types which can be nice. Necro has a bit of CC built in, but is largely ST focused as a pet set. But it could be quite good. Beasts I have no personal experience with yet, but my impressions are it favors close range, and comes with its own built in leadership and damage boosts. Hope this helps!
  20. Demons/Thermal is strong - Buffs, some strong ST debuffs, heals, and a very juicy +dam buff on your big boi will be noticeable. My best demons were done with /Electric, /dark, /time though. Time is all around dependable. No real strong or weak points, but what it does it does well. It heals, +def buff, chrono shift makes for an excellent panic button for when things get hot. Electric is top teir durability, particularly with a res pet set like demons. You get status immune for pets, +absorb, heal, a -10% aoe dam and -20% ST dam debuff, which stack. Also endless END if you slot it right. The downside to Electric is it is something of an acquired taste. Some people love it, some people hate it. It is definitely strong, but it is very defense minded. So if you like being immortal with near immortal demons, give Electric a look. Dark has some strong CC and debuffs built in. I am not crazy about the set personally, but it is effective. Just bare in mind it is focused more on not buffing yourself and pets, but weakening enemies. It does have a top shelf heal though, but its the strongest debuff set. Those are my top picks for a Demon MM. If I had to recommend one, I would suggest Electric. If you prefer offense to defense, Time, Thermal, or Dark all might be more to your taste. And if you are new to MMs entirely, I usually recommend Time for its all around ease of use and balance. Hope this helps. Happy Masterminding!
  21. I can see this thread taking a downturn fast.
  22. Thank you everyone for your imput, it is appreciated! Haven't decided yet, still doing theory crafting and such in mids. Am leaning toward Bio or Dark right now.
  23. Hello @Hyperstrike, Thank you! Your build looks great, but one question - your final power slot is empty? Is that open pick, or am i missing something?
  24. Thank you both! But do those things apply to Tanker as well, or are those at specific? Because I am making a Claws Tanker.
  25. Mhm, I read that it was removed on the wiki. But I haven't checked the other ATs and such if they still have similar features or not, or if there are other mechanics/behind the scenes stuff tied into T1 powers, which was my main question. But thanks for the follow up!
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