josewales
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Posts posted by josewales
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On 8/30/2019 at 11:56 AM, Coyote said:
Perma-Fortify Pack is a very high amount of Defense, so I would stay away from Defense-oriented secondaries as you may have too much Defense (although having some to spare against Defense debuffs isn't useless). But I would still consider them most effective when paired with a Resist/Regen or a debuff secondary. Pain, Nature, and Thermal would all seem to work well defensively.
I use FP to slot glad recharge and enable PM. I never need it with nature. Pets are perma buffed to 75% s/l resist with mid defences.
Heres' a sample why...
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I use it all the time for soloing story arc on elites and extra mob aggro when needed. It makes elites turn into bosses with the damage bump. So yes it is great. Tell me how many don't have in on their tray then if not so great?
Anyways, back to the question. Does this buff influence alignment?
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I decided to try both KB aoes w/ KD slotted that goes with temp inv. Wow! Mobs are mostly on their ass for the pet aoe. 200% recharge rate helps. Repel from FF helps also keeps them back and together. Even positioning to bump the loners into the rest of the mob before KDing them. The changes are more fun now.
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The buff is to good to give up for mischief. I hope one day soon the alignment buff system gets a revamp for us non conformists 😛 Villain maps do need activity 🙂
Just saying.
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Oh I missed the entanglement while skimming. I also missed knowing about the yellow steadfast def all along. TY! Yup I just swamped it. AS for chasing def...I did at the start realizing 1 minute buff recharges was a priority and focused on set recharge bonuses while able to get 75% S/L resist and stat balance. I don't mind eating purples to bump my M/R def from around 25% when needed.
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14 minutes ago, Meknomancer said:
Another option if you play aggressively/stupidly (as i do) and just want to be first into the mob so the pets dont take the hits. Old build but it still works, i usually run call hawk on auto to build stacks for fortify pack and to proc the ff+rech for hasten and overgrowth. Power boost before i jump in. 11 points kb is just scraping the barrel but seems to be enough. Looking at it now it could use some work but its been 2 years since i played it:
This Villain build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsRebornBEASTS NATURE CAPPED: Level 50 Magic Mastermind
Primary Power Set: Beast Mastery
Secondary Power Set: Nature Affinity
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace MasteryVillain Profile:
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Level 1: Summon Wolves
(A) Superior Mark of Supremacy - Damage
(5) Superior Mark of Supremacy - Accuracy/Damage/Endurance
(7) Superior Mark of Supremacy - Accuracy/Damage
(7) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen
(9) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
(9) Edict of the Master - Defense Bonus
Level 1: Corrosive Enzymes
(A) Accuracy IO
Level 2: Call Hawk
(A) Force Feedback - Chance for +Recharge
(40) Superior Winter's Bite - Accuracy/Damage
(45) Superior Winter's Bite - Damage/RechargeTime
(46) Superior Winter's Bite - Accuracy/Damage/Endurance
(46) Superior Winter's Bite - Accuracy/Damage/Recharge
(46) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
Level 4: Regrowth
(A) Numina's Convalesence - +Regeneration/+Recovery
(11) Numina's Convalesence - Heal
(11) Numina's Convalesence - Endurance/Recharge
(37) Numina's Convalesence - Heal/Recharge
(39) Numina's Convalesence - Heal/Endurance/Recharge
(39) Numina's Convalesence - Heal/Endurance
Level 6: Train Beasts
(A) Endurance Reduction IO
Level 8: Wild Growth
(A) Unbreakable Guard - RechargeTime/Resistance
(40) Unbreakable Guard - +Max HP
(40) Unbreakable Guard - Endurance/RechargeTime
(43) Unbreakable Guard - Resistance/Endurance/RechargeTime
Level 10: Spore Cloud
(A) Dark Watcher's Despair - To Hit Debuff/Endurance
(45) Dampened Spirits - To Hit Debuff/Endurance
Level 12: Summon Lions
(A) Superior Command of the Mastermind - Damage/Endurance/Recharge
(13) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge
(13) Superior Mark of Supremacy - Damage/Endurance
(15) Superior Mark of Supremacy - Accuracy/Endurance
(34) Call to Arms - Defense Bonus Aura for Pets
(37) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 14: Hasten
(A) Recharge Reduction IO
(15) Recharge Reduction IO
Level 16: Lifegiving Spores
(A) Performance Shifter - Chance for +End
(17) Panacea - +Hit Points/Endurance
(17) Panacea - Heal
Level 18: Fortify Pack
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(19) Luck of the Gambler - Defense/Recharge
(19) Luck of the Gambler - Defense
(21) Luck of the Gambler - Defense/Endurance/Recharge
(21) Miracle - Heal/Recharge
(23) Miracle - Heal/Endurance/Recharge
Level 20: Wild Bastion
(A) Doctored Wounds - Heal/Endurance
(33) Doctored Wounds - Heal
(33) Doctored Wounds - Heal/Endurance/Recharge
(34) Doctored Wounds - Heal/Recharge
(34) Doctored Wounds - Recharge
Level 22: Super Speed
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(23) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Combat Jumping
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(25) Kismet - Accuracy +6%
(25) Shield Wall - +Res (Teleportation), +5% Res (All)
(48) Karma - Knockback Protection
Level 26: Summon Dire Wolf
(A) Superior Command of the Mastermind - Accuracy/Damage
(27) Superior Command of the Mastermind - Damage/Endurance
(27) Superior Command of the Mastermind - Accuracy/Damage/Recharge
(29) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura
(29) Touch of Lady Grey - Chance for Negative Damage
(33) Sovereign Right - Resistance Bonus
Level 28: Kick
(A) Empty
Level 30: Tough
(A) Steadfast Protection - Resistance/+Def 3%
(31) Gladiator's Armor - TP Protection +3% Def (All)
(31) Gladiator's Armor - End/Resist
(31) Gladiator's Armor - Resistance/Rech/End
Level 32: Tame Beasts
(A) Endurance Reduction IO
Level 35: Entangling Aura
(A) Superior Entomb - Recharge/Chance for +Absorb
(36) Superior Entomb - Accuracy/Hold/Endurance/Recharge
(36) Superior Entomb - Accuracy/Hold
(36) Superior Entomb - Endurance/Recharge
(37) Superior Entomb - Accuracy/Hold/Endurance
Level 38: Overgrowth
(A) Recharge Reduction IO
(39) Recharge Reduction IO
Level 41: Scorpion Shield
(A) Red Fortune - Defense/Endurance
(42) Red Fortune - Defense/Recharge
(42) Red Fortune - Endurance/Recharge
(42) Red Fortune - Defense
(43) Red Fortune - Defense/Endurance/Recharge
(43) Red Fortune - Endurance
Level 44: Power Boost
(A) Recharge Reduction IO
(45) Recharge Reduction IO
Level 47: Weave
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(47) Reactive Defenses - Defense/Endurance
(47) Reactive Defenses - Defense
(48) Reactive Defenses - Defense/Endurance/RechargeTime
Level 49: Maneuvers
(A) Luck of the Gambler - Defense/Increased Global Recharge Speed
(49) Reactive Defenses - Scaling Resist Damage
(49) Reactive Defenses - Defense/Endurance
(50) Reactive Defenses - Defense/Endurance/RechargeTime
Level 1: Supremacy
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 2: Swift
(A) Empty
Level 2: Hurdle
(A) Empty
Level 2: Health
(A) Miracle - +Recovery
Level 2: Stamina
(A) Performance Shifter - Chance for +End
(3) Synapse's Shock - EndMod/Increased Run Speed
(5) Synapse's Shock - EndMod
Level 1: Alpha Howler Wolf
Level 1: Howler Wolf
Level 26: Dire Wolf
Level 12: Lioness
Level 1: Pack Mentality
Level 22: Speed Phase
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|-------------------------------------------------------------------|No entanglement? I tried without it to get patron pbaoe in build. Ya its rough without it.
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Here's a sample of build without the 54 bosses. Where I do turn them on once in awhile for a challenge.
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On 1/4/2023 at 7:07 PM, day_blind said:
Really love the idea of demons and nature, has a very Anton Arcane feel that is super exciting but have I no idea where to start with this one or if it is a bad pairing.
I tried it. Problem is that you need to drag them all into a mob on passive to have them in front of you for cone heals and entanglement protection. More work than beasts/nature regardless of macros. Nature imo is meant for melee pets based on this.
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Like I said. Beasts are misunderstood. Spamming ravens w/ 105 avg. damage with high recharge is key. Expecting the pets to do all the work is the wrong mindset. Macro your two attacks with pet focus to nearest target (preferably boss or lieutenant for hawk) with cone positioning and along with nature's three buffs...this build is a pure beast! Entanglement with mag+2 proc keeps mobs in a nice package with a little two stepping to get optimal arc.. Basically fight as a unit, where your pets are always in front of you for supremacy and entanglement that also acts as a defense for them. I went through alot of tweaks to optimize my build. 4/8 54's I can comfortably mow down now with the odd rebuff in fight depending on more than one mobs getting aggro'd. There are other keys to the beast/nature build also. ie. Having S/L resist close to capped at 75% in case you are in need another round of 1 minute buffs while solo farming. There is a reason why the 20% damage pack mentality is brief....to encourage this playstyle. Mine is almost always at 10 once brawl breaks out.
Again, my only complaint is the pets spam their buffs out of combat. But hey if MM min/max junkies want to keep beast/nature as a little secret, for got it.
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On 1/5/2023 at 7:35 PM, Lancek said:
What changes would you like to see for Beast/Demons/Thugs?
For beasts. Pet buffs only in combat. Other than that, its a misunderstood primary imo. 1 minute buff w/ 200% recharge cycles with nature and raven spam are key to this build. Much like demons, one has to get involved with their pets with aggressive play.
I have all three that you mention. Thug aoe is underwhelming compared to popular belief and as for demons...demons cone aoes are great with Time but Beast/Nature you are in control as by position regarding cone aoes. Is why I give beast/nature the advantage. I am not a proc builder due to being a big recharge and balance fan.
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Thanx for reply. I guess I will have to live with strafing while trying to position for cone aoes as a MM with flight def's on.
Cheers.
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Heyas. I am looking for a kb script to deal with annoying backward movement during flying without giving up free camera. Specifically down and backwards working together.
TY.
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Sample of what my evolving build is. As you can see, the cc can be a pain for 8x4's. Why I mow through 4x4's with ease instead for solo. Anyways, again I stress...why no love for the beast/nature? Tons of fun and never boring.
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Red has an organized community? I miss the villain days. I want back in!
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I am tempted to try this for the ‘next build’. All that +/- resist! But how to get the defence up? My beast/nature does just fine with 54’s with around 20+ def, where I hardly need to heal. The end worries me, where I envision using the heal incarnate instead for this build.
Thoughts and experience please.
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The recharge is critical for 1 minute perma buffing. And 5+ IOS offer much of it on top of gambler and hasten. I may have found a sweet spot for this build, dunno. Last night I tried 8/4 fortuna missions. The entanglement allowed me to rebuff if I went over the 1 minute mark. And end incarnate handy with the end drains. It went very well. Only problem is being overwhelmed with a second mob.
As for the burner slots. The build still needs a few for gamblers and bumps. Therefore it doesn’t matter either way.
There is no way I can do this with my bot/ FF with such efficiency. As for my demon/thermal…I need to find a good secondary. Thermal they still get trashed with incarnates.
Anyways I am having a blast with both team and solo content regarding beast/nature.
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On 11/30/2022 at 3:11 PM, WumpusRat said:
Beast Mastery suffers from two major issues, imo.
1) The buffs/debuffs the pets have have cooldowns that are far, far too long. And the AI will cast buffs whenever they're off cooldown, making it spam their abilities every time they recharge, even outside of combat. Given that the buffs are short duration (15-20 seconds) and have 90-120s recharges, it means you're not getting anywhere near the use out of them you should be.
2) The set is completely reliant on the passive bonus of Fortify Pack. Without the crit bonus, BM's damage is miserably low. And if you ever USE Fortify Pack to give them some bonus defense, they lose both the ability to crit and the +damage effect of Pack Mentality for 60 seconds, in exchange for a defense bonus. So you have to choose damage or slightly higher defense. You can't have both. The power shouldn't have such a massive penalty.
Overall, the set needs a lot of work. Cut the cooldowns of the various buffing powers the pets have in half, or more -- the set is all about pure melee damage, after all, so it should be the best at that. The lionesses and the dire wolf need a couple more attacks to give them a proper attack chain, and the heals need much lower cooldowns (60s for a 120ish heal is pretty miserable).
Then Fortify Pack needs to be retooled. The set shouldn't be so reliant on this one power, and it shouldn't have such a massive penalty to use. What I'd like to see is changing it around to function more like Staff Mastery, in that you have several toggles you can switch on to direct your pets to fight in various ways. Make aggressive and defensive stances just provide bonuses, not penalties, with the ability to switch between the two as necessary. Could even add a third or fourth one if you really wanted to. Maybe 'Harrying tactics', where they slow, trip, and cause bleed damage.
But the set definitely needs some work.
I have fortify pack to slot a Gambler recharge. My question are MMs playing and slotting right? I comfortably mow down 4/4’s with 75 S/L resist and over 20% defence. Yes I understand the pet spam, but I am constantly fighting bedside the pets. The only thing that slows me down is the 1 minute refresh buffs. That is my only complaint and wish it was increased to a 2 or 5 minute perma . Raven is a nasty cone aoe and am constant spamming to keep the 20% bonus for the pets. There is no sitting back with the beasts. That’s why I like the build. It’s an aggressive play style. As for the damage…I just got some incarnates on a new demon/thermal. The dps I find doesn’t isnt much different. The raven is a better controlled air compared to the demon pet aoes. Anyways…I am still scratching my head why no love. The build is pretty good imo.
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It's any eye sore.
Keep up the good work dev team!
Cheers
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I can take a screen shot later on my build for you.
Disintegrate is awesome, it spreads. Throw it on the highest tear mob. Spam aoe to spread it and then turn to single dps on boss and aoe after. Routine will be second nature. Unless you use the big aoe haha. That rivals the pyro incarnate.
What level are you now?
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16 hours ago, WumpusRat said:
/Nature is a great secondary, there's no question about that. The problem is Beast Mastery. It was already one of the under-performing primaries, and with the upgrades to Robotics, Necromancy, Mercenaries and Ninjas, it's now firmly at the bottom of the pile. The pets are purely melee, don't have many attacks, have self-buffs on extremely long cooldowns and very short durations, and Fortify Pack forces you to choose between damage and defense, you can't do both.
Ideally, I'd like to see them tweak BM, Thugs and Demons to follow the same theme as the other sets they revisited. Thugs and Demons don't really need much fine-tuning, they were already very good sets. Beast Mastery needs a thorough overhaul, though.
One thing I'd really like to see is to do away with Fortify Pack, and replace it with something like "Pack Tactics". Make it an ability like the Staff Mastery power, in that you have several toggles you can switch on to direct your pets to fight in certain ways. It would give Beast Mastery a unique feel, as well as removing the penalty of using Fortify Pack. For instance, you could have it be something like:
Pack Tactics -- Selecting this power gives you three toggles, only one of which can be on at any given time.
Aggressive Tactics -- Pets have a slightly increased crit chance per stack of Pack Mentality (same as current)
Defensive Tactics -- Pets have a slightly increased positional defense (melee, ranged, aoe) per stack of Pack Mentality
Harrying Tactics -- Pet attacks will cause targets to be slowed, and have a small chance to knockdown opponents on hit
I'd also like to see the various pets get a "Pounce" type ability (particularly the lionesses). You could more or less just clone Spring Attack.
I have resist incarnate and raven cone slotted debuffs. My beasts mow through mob clusters with ease. My keybinds always combine all pet attack which keeps them in front of me with spamming nearest target. Dunno man. Right now I am building a demon/nature to compare with a similar build. MM/FF had to much single target hunting for my taste.
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After all the meh reviews, I am still trying to understand why no love. I endgamed other MMs such as Bot/FF and still prefer the Beast/Nature. 8x4s hands down. If MMs had a bigger radius for mastery electric fences then I can see the fun for bots. But my beasts are always at my side while spamming ravens call on as much recharge as I can slot including perma hasten. The pbaoe hold are gold for this melee build. Spam nearest target and back up a few feet for dps and pet command. Once mob is down it’s time to refresh the 1 minute 3 buffs again.
Anyways. It’s a monster combo imo.
Peppers
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Sents are more fun now. I dusted off my dual pistol/Bio and tried 8/4 council for giggles. With electric fence and spamming aoes I was able to handle it with the odd kiting. TY devs.
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Strong combo at endgame. You will trash 54 bosses with ease. Get your hasten perma and S/L resist at 75. I don’t use my health syphon anymore in offensive stance, just the abs shield and a few greens on hand for 8’s. Bio is tanky. Pick up electric fences later for limited but strong aoes.
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Why so long for game evolvement?
in General Discussion
Posted · Edited by josewales
I have been bouncing between TSpy and HC for the past few months and came to appreciate the the dedication and transparency of TSpy's team compared to here. I do not get involved with the server politics where I strictly compare products for what best serves my entertainment. But the positive weekly changes small or big has me playing on TSpy more. Which brings me to ask...where is and what is HC's GM team doing? An issue a year? HC indeed has the population. Is that the reason why regarding the team's hibernation? Honest questions.
If I am wrong, I suggest checking out TSpy's discord and compare. The transparency and feedback is there.
Cheers.