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Everything posted by brasilgringo
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My 4* elec/nin build. Technically I should go Concealment if he's gonna be the Incanner, but this build i didn't. SithAcolyte4star-ElectricBlast-_Ninja_Training.mbd
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some questions about /marine with a few different pet types
brasilgringo replied to R jobbus's topic in Mastermind
I'm enjoying my thematic Necro/Marine MM named Marine Corpse. Seems quite powerful. I tend to run in groups or for iTrials, so there are also a lot of group buffs around. I also chug purples when solo. Got a 42-second pylon time. Whitecap on refresh keeps the +rchrg up to make Power of the Depths perma while also providing some target debuffs. marine corpse v7.mbd -
Necro/Marine and Mercs/Marine or should I not?
brasilgringo replied to Mindrivet's topic in Mastermind
I have a thematic Necro/Marine MM called Marine Corpse, it's working pretty well. I tend to run in groups or for iTrials, so there are also a lot of group buffs around. I also chug purples when solo. Got a 42-second pylon time. Whitecap on refresh keeps the +rchrg up to make Power of the Depths perma while also providing some target debuffs. marine corpse v7.mbd -
Necro/Marine Fold Space and Shifting Tides
brasilgringo replied to Meknomancer's topic in Mastermind
I basically have perma PoD with a +rchrg FF in Whitecap and using it whenever it is up. marine corpse v7.mbd -
Never saw any KB. If there were, just swap out the KB IO for the other IO.
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Mechanics of Shifting Tides and my Thugs/Marine build
brasilgringo replied to Onlyasandwich's topic in Mastermind
I went Necro/Marine for thematicmarine corpse v7.mbd reasons and frankly it's doing pretty well. 42-second pylon time without using temps or Judgement. Base def for pets is in the 20%s with high resists (90% in many cases). On teams, the "missing" defense generally gets covered by other players via maneuvers , powers, Destiny. -
I just got a 42-second Pylon time with this toon using T4 Reactive Radial and T4 Musc Core and T4 Core Support hybrid. No Judgement used. Power of the Depths is basically perma between the FF+recharge proc and general recharge, which is one reason I didn't push HP+ sets as much. marine corpse v7.mbd
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Please help me be able to see this Ninja/Trick Arrow build
brasilgringo replied to TG BrainFog's topic in Mastermind
Ninja Looter - Villain Mastermind Build plan made with Mids' Reborn v3.7.4 rev. 9 ────────────────────────────── Primary powerset: NinjasSecondary powerset: Trick ArrowPool powerset (#1): SpeedPool powerset (#2): LeapingPool powerset (#3): LeadershipPool powerset (#4): ConcealmentAncillary powerset: Mu Mastery ────────────────────────────── Powers taken: Level 1: Call Genin A: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura3: Superior Command of the Mastermind: Accuracy/Damage3: Superior Command of the Mastermind: Accuracy/Damage/Recharge5: Superior Command of the Mastermind: Damage/Endurance5: Edict of the Master: Defense Bonus7: Call to Arms: Defense Bonus Aura for Pets Level 1: Flash Arrow A: Dark Watcher's Despair: To Hit Debuff7: Dark Watcher's Despair: To Hit Debuff/Recharge/Endurance9: Dark Watcher's Despair: To Hit Debuff/Endurance9: Dark Watcher's Despair: To Hit Debuff/Recharge Level 2: Entangling Arrow A: Ice Mistral's Torment: Endurance/Slow15: Ice Mistral's Torment: Damage/Slow15: Ice Mistral's Torment: Accuracy/Damage/Endurance17: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge17: Ice Mistral's Torment: Chance for Cold Damage Level 4: Super Speed A: Blessing of the Zephyr: Knockback Reduction (4 points)19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance Level 6: Train Ninjas A: Luck of the Gambler: Defense/Increased Global Recharge Speed19: Luck of the Gambler: Defense Level 8: Glue Arrow A: D-Sync Deceleration Level 10: Ice Arrow A: Invention: Accuracy21: Unbreakable Constraint: Chance for Smashing Damage21: Impeded Swiftness: Chance of Damage(Smashing)23: Ice Mistral's Torment: Chance for Cold Damage23: Ghost Widow's Embrace: Chance of Damage(Psionic)25: Neuronic Shutdown: Chance of Damage(Psionic) Level 12: Call Jounin A: Superior Mark of Supremacy: Accuracy/Damage/Endurance25: Superior Mark of Supremacy: Accuracy/Damage27: Soulbound Allegiance: Damage/Recharge/Accuracy27: Soulbound Allegiance: Chance for Build Up29: Soulbound Allegiance: Damage29: Touch of Lady Grey: Chance for Negative Damage Level 14: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Reactive Defenses: Scaling Resist Damage Level 16: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Shield Wall: Defense/Endurance/Recharge31: Shield Wall: Defense33: Shield Wall: Defense/Endurance Level 18: Hasten A: Invention: Recharge Reduction33: Invention: Recharge Reduction Level 20: Acid Arrow A: Invention: Accuracy33: Annihilation: Chance for Res Debuff34: Positron's Blast: Chance of Damage(Energy)34: Touch of Lady Grey: Chance for Negative Damage34: Bombardment: Chance for Fire Damage36: Achilles' Heel: Chance for Res Debuff Level 22: Oni A: Superior Mark of Supremacy: Accuracy/Endurance36: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen36: Nucleolus Exposure37: Expedient Reinforcement: Resist Bonus Aura for Pets37: Sovereign Right: Resistance Bonus37: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 24: Disruption Arrow A: Performance Shifter: Chance for +End Level 26: Kuji In Zen A: Preventive Medicine: Chance for +Absorb39: Preventive Medicine: Heal39: Preventive Medicine: Heal/Endurance Level 28: Oil Slick Arrow A: Ragnarok: Damage39: Ragnarok: Damage/Recharge40: Ragnarok: Damage/Recharge/Accuracy40: Ragnarok: Damage/Endurance40: Ragnarok: Recharge/Accuracy42: Achilles' Heel: Chance for Res Debuff Level 30: EMP Arrow A: Unbreakable Constraint: Hold42: Unbreakable Constraint: Hold/Recharge42: Unbreakable Constraint: Hold/Recharge/Accuracy43: Unbreakable Constraint: Recharge/Accuracy43: Unbreakable Constraint: Hold/Endurance Level 32: Burnout A: Invention: Recharge Reduction Level 35: Charged Armor A: Steadfast Protection: Resistance/+Def 3%43: Gladiator's Armor: TP Protection +3% Def (All)45: Unbreakable Guard: Resistance45: Unbreakable Guard: Resistance/Endurance45: Unbreakable Guard: RechargeTime/Resistance46: Unbreakable Guard: +Max HP Level 38: Assault A: Invention: Endurance Reduction Level 41: Electrifying Fences A: Trap of the Hunter: Accuracy/Endurance46: Trap of the Hunter: Endurance/Immobilize46: Trap of the Hunter: Immobilize/Accuracy48: Performance Shifter: Chance for +End48: Ragnarok: Chance for Knockdown48: Annihilation: Chance for Res Debuff Level 44: Tactics A: Cytoskeleton Exposure Level 47: Stealth A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Shield Wall: Defense50: Shield Wall: Defense/Endurance50: Shield Wall: +Res (Teleportation), +5% Res (All) Level 49: Smoke Flash A: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint A: Celerity: +Stealth Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Panacea: +Hit Points/Endurance11: Miracle: +Recovery11: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: EndMod13: Performance Shifter: EndMod/Recharge13: Performance Shifter: Chance for +End Level 10: Speed Phase Level 22: Oni (Empty) Level 1: Genin Level 12: Jounin ────────────────────────────── Accolades: Born In BattleHigh Pain ThresholdMarshalInvader ────────────────────────────── Incarnates: Musculature Radial Paragon ────────────────────────────── Stats Breakdown: - Defense - Smashing: 17.91%Lethal: 17.91%Fire: 16.35%Cold: 16.35%Energy: 16.97%Negative: 16.97%Toxic: 16.35%Psionic: 16.35%Melee: 19.47%Ranged: 17.6%AoE: 16.35% - Resistance - Smashing: 53.58%Lethal: 53.58%Fire: 20%Cold: 20%Energy: 53.58%Negative: 10.25%Toxic: 8%Psionic: 8% - HP & Endurance - Regeneration: 206%Max HP: 1174.47 | (Absorb: 234.89 -- 29.25% of base HP)End Recovery: 3.47/sEnd Use: 1.99/s End. (Net gain: 1.48/s)Max End: 110 - Movement - Run Speed: 120.24 mphJump Speed: 40.92 mphJump Height: 22.2 ftFly Speed: 0 mph - Stealth & Perception - Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 759.5 ft - Misc - Haste: 191.25%ToHit: 9%Accuracy: 37%Damage: 115.25%End Rdx: 2.5%Threat: 100 - Status Protection - Held: 0Stunned: 0Sleep: 0Immobilized: 8.72Knockback: 8Repel: 0Confused: 3.89Terrorized: 0Taunt: 0Placate: 0Teleport: 0 - Status Resistance - Held: 27.5%Stunned: 27.5%Sleep: 75.94%Immobilized: 27.5%Knockback: 0%Repel: 0%Confused: 72.91%Terrorized: 72.91%Taunt: 45.41%Placate: 45.41%Teleport: 200% - Debuff Resistance - Defense: 0%Endurance: 0%Recovery: 0%PerceptionRadius: 38.93%ToHit: 0%RechargeTime: 10%SpeedRunning: 10%Regeneration: 0% ────────────────────────────── Set Effects Breakdown Superior Command of the Mastermind (Call Genin) 4% DamageBuff(All)24.1 HP (3%) HitPoints+10% Enhancement(RechargeTime)15% Defense(AoE) Edict of the Master (Call Genin) 5% Defense(All) Call to Arms (Call Genin) 5% Defense(All) Dark Watcher's Despair (Flash Arrow) 12.05 HP (1.5%) HitPoints2.5% (0.04 End/sec) Recovery+5% Enhancement(RechargeTime) Ice Mistral's Torment (Entangling Arrow) 9.04 HP (1.13%) HitPoints+7% Enhancement(Accuracy)10% ResEffect(SpeedRunning), 10% ResEffect(RechargeTime), 10% ResEffect(SpeedFlying)+6.25% Enhancement(RechargeTime) Blessing of the Zephyr (Super Speed) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)Knockback Protection (Mag 4) Luck of the Gambler (Train Ninjas) 10% (0.33 HP/sec) Regeneration+7.5% Enhancement(RechargeTime) Superior Mark of Supremacy (Call Jounin) +10% Enhancement(RechargeTime) Soulbound Allegiance (Call Jounin) 16% (0.54 HP/sec) Regeneration24.1 HP (3%) HitPoints Luck of the Gambler (Combat Jumping) +7.5% Enhancement(RechargeTime) Reactive Defenses (Combat Jumping) 3% Resistance(All) Luck of the Gambler (Maneuvers) +7.5% Enhancement(RechargeTime) Shield Wall (Maneuvers) 10% (0.33 HP/sec) Regeneration18.07 HP (2.25%) HitPoints Superior Mark of Supremacy (Oni) +10% Enhancement(RechargeTime)15% Resistance(All), 150% (5.02 HP/sec) Regeneration Expedient Reinforcement (Oni) 10% Resistance(All) Sovereign Right (Oni) 10% Resistance(All) Preventive Medicine (Kuji In Zen) 2.25% Resistance(Smashing,Lethal), 3.75% Status Resistance15.06 HP (1.88%) HitPointsGrantPower Preventive Medicine Ragnarok (Oil Slick Arrow) 4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime) Unbreakable Constraint (EMP Arrow) 4% (0.07 End/sec) Recovery6% Resistance(Fire,Cold), 10% Status Resistance+15% Enhancement(Accuracy)+10% Enhancement(RechargeTime) Steadfast Protection (Charged Armor) 3% Defense(All) Gladiator's Armor (Charged Armor) 3% Defense(All), 100% MezResist(Teleport) (20% chance) Unbreakable Guard (Charged Armor) 2.5% Enhancement(EnduranceDiscount)2.25% Resistance(Energy,Negative), 3.75% Status Resistance3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)60.24 HP (7.5%) HitPoints Trap of the Hunter (Electrifying Fences) +5% Enhancement(Immobilized)15.06 HP (1.88%) HitPoints Luck of the Gambler (Stealth) +7.5% Enhancement(RechargeTime) Shield Wall (Stealth) 10% (0.33 HP/sec) Regeneration18.07 HP (2.25%) HitPoints5% Resistance(All), 100% MezResist(Teleport) (20% chance) Performance Shifter (Stamina) 7.5% Movement Speed15.06 HP (1.88%) HitPoints -
FWIW I've been able to get this Ninja/TA build below down to 1.01-1.03 but not beat the Mercs. Part of the issue is likely that the Ninja build gave up some procs in the pets and slotted more for the MM. I probably could rebuild and take more Ninja MM attacks for extra crit chance too. But it's reasonably good on teams as is, with /TA. The pets on their own have MUCH lower pylon times then the Mercs. Ninja Looter - Mastermind (Ninjas - TA) v6.mbd
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I think what concerns me most is that the closed-beta testing is closed now for anyone who wants to join - there's no current process to get in. I know they are working on making it available "soon." but it does make me concerned that testing is being done by a pool of players that feels somewhat clique-ey and not perhaps in sync with the current playerbase. Having an open process would help it feel more transparent and inclusive. You know, for those of us who don't know the tricks to teleport thru the void on maps or other workarounds.
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Please help me be able to see this Ninja/Trick Arrow build
brasilgringo replied to TG BrainFog's topic in Mastermind
This is what I'm currently running. Was getting 1:10 on Pylons with T3 musc, need to go back and test with T4. Burnout taken early to maximize 2x Oil Slicks & EMPs. Slotting was to cap MM HP. Ninja Looter - Mastermind (Ninjas - TA) v6.mbd -
Joining the discord doesn't give Closed Beta access though. They've um, closed, Closed Beta access and are apparently "working on" how they will offer it again, but for now you're out of luck. The discord doesn't discuss closed beta stuff in open channels unless someone makes a mistake.
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There definitely seems to be some been market "manipulation" of PVP recipes across the board for last 4+ weeks with someone(s) bidding across all PVP recipes -- literally every recipe in the PVP sets -- in blocks steadily driving up the prices (3MM, 3.2MM, 3.5MM, 3.6MM, 3.7MM+). When these bids would run out over night the prices would drop back down before the bidder comes back and puts them all back in across all recipes. Not sure what they're doing with all the recipes, as crafted IO pricing hasn't moved much.
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Have all MM primaries except Ninja, already paired with Nature, FF, Cold, Kin, Dark, Time. Have a lot of /Cold and /FF corrs too. Trying to figure out what to pair with Ninja for a new MM, perhaps either Dark (2nd time) or Time (3rd time). Both seem less clicky than say /TA and I don't want to do /Cold or /FF or /Kin again. Other 2ndaries felt like they had more gaps. Time feels like it might be stronger. Not sure how to slot Ninjas or the upgrades, really. Some ideas attached. Tried to work in at least 2 MM attacks from Nin for the stacking crit chance (more than the damage). No idea of smoke flash is worth it. Think lvl 50+ play mainly itrials and speed runs of WSTs Not 4*star. THOUGHTS? Suggested bulds? Ninja Looter - Mastermind (Ninjas - Time Manipulation).mbd Mastermind (Ninjas - Dark Miasma).mbd
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Protector bots - slot for defence or damage?
brasilgringo replied to RitualisedDisco's topic in Mastermind
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Good thoughts. I hadn't realized Frostwork was changed to not provide absorb, so it's probably good to swap it out. After ice shields and prot-bot bubbles, pets already are over 45% to melee, ranged, aoe without slotting the Command of Mastermind aura. I suppose I could add the MM attacks to stack the -regen with Benumb. Seemed like overkill but who knows. Having just made a Mercs/FF I'm pretty underwhelmed by Bots. I thought Bots/Cold would do more damage to Pylons etc. Maybe Bots are really more AOE-focused. My Necro/FF also seems stronger. Mastermind (Robotics - Cold Domination) v5.mbd
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Thanks for feedback. This build you cited though wasn't mine.
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This is what I'm testing. Once it is incarnated out, I'll see how pylon times line up vs my Mercs/FF. Mastermind (Robotics - Cold Domination) v3.mbd
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Thanks for the tips! I think the MM +15% AOE Def IO was left out because (i) it wasn't in the Merc/FF slotting I used for pets, and (ii) I wondered if I could get to >45% Melee / Ranged / AOE def on the pets without it, between Ice Shields, Protector Bot shields, and the 2 x 5% all-defense Pet IOs slotted. I will have to check in-game after building this. I could pull the Gaussians out of tactics and slot it as Miracle into Health, as you suggested. I figured Gaussians wouldn't help much and kind of just parked the slot there for now. On Static Discharge, good point and I can give up the slow-resist set bonus from Superior Frozen Blast and slot instead a +3 Acc/Dmg Nucleous and a +3 Dam/Range D-Sync. I'll move the slow-resist into SS and the stealth into a sprint. I didn't take incarnates on this build because IMHO my MMs generally all take the same for Alpha (Musc) and either Degen or Reactive for Interface. Is there an alpha you think is particularly more effective for Bots/Cold? Mastermind (Robotics - Cold Domination) v2.mbd
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Thanks for feedback. MIDS build-export seems bugged or I'd export it in text. With Heatloss up most of the time, I don't expect Endurance to be an issue post level 30. I'll carry blues and purples for exemp'd TFs etc. I think I need one extra PPP power after charged armor to get electrifying fences, so that's why I went with Static Discharge vs. using an MM attack. I think cold has so much -Regen already in Benumb I didn't think the MM attacks would make much of a difference? I always found Snow Storm too slow to activate and burdensome to use - never took it on any of my /Cold corrs or Defenders. YMMV.
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How would something like this work? Didn't see a point in the MM attacks even for the -Regen considering /Cold Dom (Benumb, etc.). Static Discharge is probably not needed to be slotted but I figured I'd try to proc it out for some AOE. Mastermind (Robotics - Cold Domination).mbd
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Thanks, I will try to test next couple of days, work/life permitting. Will report back. Running Assault is likely part of it. No time to respec yet so here are tests w/o Leadership pool buffs. Degen Radial Core Support Core slotted not used all dmg proc --with Serum 1:32 1:30 --without Serum 1:47 - running out of end 1:48 with Serum and Support Core active and MM attacks/2ndary (FF) no Pyronic 0:53 0:53 With Support Core no Serum or MM attacks/Secondary (+12% dmg to approx. assault) 1:39 1:54 1:39 If you believe support core is a proxy for Assault, the times line up with yours. I'll try to test leadership next day or two after respec, and i'll try to see what impact puttting the pet uniques for res back in have (fewer dmg procs).
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Thanks @StrikerFox. Yes I followed your slotting above for Soldiers (with the Soulbound BU) and other procs; the Soulbound in Comando is a +5'd Soulbound DAMAGE IO which I think is even higher than the standard IO +5'd. I actually replicated your slotting above for testing (all the damage procs) and still couldn't really break <2mins (though I only tested a few times). So 2:07 with the 2 def IOs seemed a good trade-off vs. 2mins all procs. Maybe you can test again on the test pylons if you get a chance. I got better results with Degen than Reactive. I'll try Lady Gray in the commando for now. Does using Power Boost do anything for Serum? (Spamming my MM attacks and FF buffs/debuffs, could get the Pylon down in 57 seconds, I guess that's pretty good)
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(using MM attacks and damping field I could get down to 1:14-1:18).
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Hm, tested with all the damage procs in as well as switching from Degen Radial to Reactive Radial, and doesn't seem to make much of a difference on kill time. Degen seems 10+ secs better than Reactive. Snugging up the Mercs right next to the pylon so the melee it between ranged attacks doesn't seem to make much of a difference. Shrug. Still like 2:08ish, maybe 2:01 if lucky, even with all the damage procs in place of the res/def procs. I even tried PowerBoosting Serum which doesn't seem to do much/anything. (Maybe someone knows if PowerBoost affects Serum?) @StrikerFox any thoughts? you were getting like 106 secs just with Mercs proc'd out weren't you? Apparently w/o Serum *boggle*. Were you running Assault or something as well? If I only keep 1 damage proc in Commando, should it make a difference if it's the Lady Gray Negative Dmg or Smashing or Lethal damage, in terms of what attacks he uses that could trigger the proc? That is, does he use one attack type more than another that has a better chance of triggering the damage proc if it's negative vs. smashing vs. lethal procs?