Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

TheSpiritFox

Members
  • Posts

    636
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by TheSpiritFox

  1. I use the following, binds rather than macros because they're the exact same across all masterminds. /bind Q "Petcom_all aggressive goto" /bind E "Petcom_all defensive goto" /bind R "petcom_all defensive follow" /bind lshift+R "petcom_all aggressive follow" /bind mbutton "petcom_all attack" /bind lshift+mbutton "petcom_all stay" Thats everything I need to control pretty much any MM. I've got both aggressive and defensive goto so I can bodyguard or blast away as needed, defensive follow is my reset button after a fight to go to the next group, aggressive follow is for specific situations (like mastermind monday when you really just need to let the pets do their thing) Middle mouse lets me focus fire on a single target and shift middle mouse makes them stay which lets me control damage patch reactions and keep them from scattering. I also keep my pet window set on advanced controls. If I need to flip them into passive, I use that.
  2. I would love an explanation of how Time w/ clarion outperforms traps with Bots because absent a generic IO build without perma hasten I dont see how that's remotely possible on standard enemy groups much less hard targets like AVs/GMs.
  3. This imo is the ideal slotting. Basic thugs get 2 sets that provide 2 10% recharge bonuses, has both of the uniques from the sets, and hits close to 95% acc/dam enh. Enforcers I need to get the hamis to 53 (just havent spent the money yet) but those provide just base like 95% acc/dam. Then, enforcers have 4 -def attacks that can proc both of those procs, then a little defense enhancement and a LOTG slot filled. Gang war is just recharge to get it up and 4 uniques slotted. Gang war doesn't add all that much, its mostly just chaos and extra HP and targets. Its honestly imo more of a flavor power than something you take because its effective. You take it cause it mules stuff and because its funny to run around with 16-26 pets following you. And then bruiser gets 4 pieces of pet set, an acc/dam to round out the stats, and soulbound because it procs constantly and considering the damage the bruiser can do it can add some nice punch to some of his attacks But an overwhelming force would also be a good choice, adding chance to knockdown to everything he does. Explosive strike can add damage to a fair few of his attacks that already have knockdown.
  4. So my build basically swap assault and photon grenade, then go aid pool for your 3 slots. 5 slot aid other, the rest just need the one slot, put some slots into photon grenade. I used pulse rifle blast and photon grenade to get 2 purple set 10% recharge bonuses in, my primary gave me my max of 5 with frankenslotting the other. This gives you an idea.
  5. Yeah that the epic hold set for the recharge. My brain isnt great at names
  6. You dont need triage beacon, caltrops procs probably better elsewhere, there is literally zero reason to take fighting pool on bots/traps you should be close to the softcap with proper slotting just from FFgen, maneuvers, hover/CJ, and pbot bubble. Dont take maneuvers that early, take poison trap as soon as its available and 5 slot it with gravitational anchor, Consider replacing fighting pool and triage beacon with aid pool for heal other and field medic (you will get way more mileage out of healbot+aid pool) and take photon grenade. You need to understand,..,poison trap is -1000% Regen. Base. Just like no enhancements involved. With two bots attacks you can drop AVs and Giant Monsters down to 0% regen. And solo them. Seekers to take alpha, poison trap to hold mobs, acid mortar, caltrops, and the bots should have opened up in defensive mode by then. You can wreck some pretty high level content if you build it right
  7. Nature has 3 longer term buffs all of which benefit alot from power boost. Even more resistance, even more absorb, I'm not sure if power boost affects the damage bonus from the nature T9, but it would definitely boost the endurance reduction, with two powers you can pretty much eliminate everyone on a team/leagues endurance use lol. With a perma hasten build power boost would be up every single time your big buffs are, and would be a solid power pick particularly for an MM who uses support powers more than anyone else besides defenders, generally.
  8. This. This this this this this. The problem with the AT is that it doesn't scale well into end game. Changeling is annoying as fucking hell and is *broken*. Its breaking the animation system on purpose to get more DPS than you should be able to get out of the class as its designed. The problem is the design is bad. PB and WS fall off in damage at high levels severely. The base damage is too low at high levels, the damage bonus is far too low with the inherent its possible to damage cap yourself and thus not be able to even benefit from things like Fulcrum Shift. Nuke Changeling, buff later game damage in and out of forms, buff damage bonus cap significantly (200% or more for both PB and WS). Probably to nuke changeling we need to lock the form we're in until the power activation finishes. You know you can switch to a form for an attack just like now, but you dont switch back until the power animation finishes. So you see the full attack animation in dwarf or nova or human, and then poof into another form after. Its just, the damage that we do at high levels is fucking stupid. Hitting for 100 damage per attack and shit. PB in particular, if played as intended, has some of the lowest single target damage in the game at 50.
  9. The only buffs that do NOT stack that I am aware of are incarnate debuffs from interface which have like a set amount of debuff that can be applied to a single enemy no matter how many people apply the debuffs, and the resistance IO debuffs which same thing only one instance of each -res proc (achilles and the PvP one) per enemy. Everything else stacks whether its debuffs from different powers that do the same debuff or debuffs from the same power from two different players. My favorite is acid mortar from traps. With a super high recharge build you can get the recharge down to like 25 seconds. That's enough to have limited uptime on 3x resistance and defense debuffs from 3 different acid mortars on an AV or similar hard target. Getting an AV below -50% resistance really can make shit melt.
  10. Masterminds really need a power that lets us just summon our pets instantly to our side once every 30 seconds.
  11. So the first thing Im gonna say is that youre Necro/Dark. Defensively you are not an overly strong set. You have no major buffs to pet survivability. You can't wander into an alpha like you can with alot of other sets which buff the pets directly. You also have no mez protection for yourself or your pets of any kind, which means you as the MM are also weak defensively because Dark is an active set and if you get mezzed for a 20 second hold and can't heal you're probably dead. MM cascade failure where you lose a pet or two and then more is much easier on Dark. So playing a Necro/dark is about playstyle. Its about dropping darkest night on a boss around a corner to pull a group into your tar patch and bunch them up for your defensive mode zombies to tear into. Its dropping fearsome stare on them once they bunch up so that you've stacked a bunch of -tohit on them before many get a chance to attack. Its taking group TP and teleporting your entire setup into an enemy group including your dark servant which has his own -tohit aura. Its playing your mastermind much more like youre playing a controller. Second thing. You are blowing so much slotting on uniques and shit. Tactics should be 2 slots. Your upgrades should be 1 or 2 slots. Your mastermind attacks that you took should at least have enough slotting to put some accuracy and end reduction in them. But that's about like how you slot effectively, ultimately there's not a whole lot defensively you can do to enhance this build from a stats perspective. Your build's synergy is that both primary and secondary do an absolutely ridiculous amount of -tohit. Between the two its very very very possible to just floor enemies' tohit down to 5% chance. But your debuffs have to hit first. Its like this situation where the longer the fight lasts the harder you are to kill, assuming you dont run out of end. But that also means that it changes your strategy. Like blasters, controllers, and dominators, you're watching out for the alpha, because the alpha can severely fuck up your day. Youre being creative in how you engage groups and watching out not to aggro more and playing very purposefully. I have a Demons/Dark. Its a bit more survivable than Zombies/dark is but not by much. Still finicky. Still very detail oriented and thinky to play. Or else, again, using something like team teleport to abuse enemy ai and break up the alpha. My recommendation? Consider going after rune of protection so you have an oh shit button built into the build. Lose the patron attacks in exchange. Defensively thats your only real move to seriously change how the build plays. Rune of protection can let you draw attention your own way and have a backup plan in case of mez that's not in your inspiration tray.
  12. Youre right my brain is slow today
  13. Couple of things. Might want to consider sacrificing group fly for rune of protection. Dark has zero real protection for the MM besides -tohit, a built in breakfree is extremely useful. And then similarly, Dark is busy enough that you don't really have a need for further tools. Your tool is -tohit. You stack the ever loving shit out of it. Bots bring defense for you and them, you make up the gap with tohit debuffs flying thick and fast. Fearsome stare is great, fear to reduce incoming damage, and more tohit debuffs. Rather than further tools I would take further defenses. Top picks are either fire for fire shield and rise of the phoenix, or Scorp for the shield. Bot shield plus scorp shield is softcapped to smashing and lethal damage. I like rise of the phoenix though. Invuln is long enough to summon a pet and cast darkest night on something, get the -tohit flowing. Or to run and resummon at a distance. The way to increase pet damage? 1) Tactics. Minions and Lts are a level down, that comes with a tohit loss. Even with 99 accuracy you can miss higher level stuff a good bit without some help and since Dark doesn't do defense debuffs, taking and putting a few slots in tactics so you can afford to keep it going pays off. (make sure you slot a ton of accuracy too) 2) Perma hasten or as close to it as you can get, and two +5 50 recharge IOs in tar patch. 3) Musc core alpha 4) Use howling twilight on EB and above enemies to cut regen. Its a higher -regen debuff than most powersets get. Twilight graps helps a little too. 5) Third option for epics would be mu. Electric fences slotted for damage does halfway decent damage, and itll help corral stuff for burn patch missiles, though tbh those aren't what they used to be and the assbot fires them way less often now. But in tight groups, electric fences can help increase damage a good bit.
  14. I don't know that there is any set enhancement you could slot into pets that would do less for you than the FF proc. Pets cannot have recharge adjusted up or down (immune to slow as well as recharge buffs) Other procs affect the pet or pets slotted like soulbound allegiance can proc on any of your 3 minions if you slot it there, or thugs enforcers have 4 -def attacks that can proc touch of lady grey neg energy damage all on separate timers so they can get some pretty damn nice proc rates and a solid boost in DPS.
  15. Did you...did you really just brag about surviving a wipe? This thread is more obnoxious than petless masterminds are. I can't say outside of like 3star or 4star content I check builds, at all. This game isn't hard enough to metagame like that, I have plenty of characters that can carry a team so you know like I dont mind doing a +4 ITF with a bunch of 35s and my one slotted 50 carrying the team. I can't imagine I would notice before partway into the TF that they weren't using pets to kick them before starting something anyway. If youre kicking petless masterminds from a like basic TF? Posi/yin/numina/etc? That's just pointless. Who cares? Also seriously wtf how are you seriously bragging about like understanding npc ai and surviving a wipe you sound 13.
  16. Earth/Fire/Plant/Illusion paired with dark, cold, kin, or rad. Each brings differentish stuff to the table but all synergize well with any brute. If youre going to be fire farming I particularly recommend illusion and fire. One has amazing aggro magnets that are invulnerable, the other is the general farmer of choice for fire farms. You can't go wrong with the classic fire/kin.
  17. I was flipping purples last year and what was supposed to be a lowball 15m per purple bid turned into me buying 20 something purples for 150m a piece. Total loss probably like 2 billion
  18. I named my Illus/Storm "Utter Pandemonium" because that's exactly what she does lol. It takes a minute to ramp up but soloing groups of +4x8 as a random force of nature is entertaining.
  19. Youre not building hard enough for regen. Bio thrives on regen. Stack health. Stack regen. Enhance heal on dna siphon and use it on corpses. Enhance parasitic aura for heal. Power recharge so that PA is perma. Use ablative carapace not as an oh shit button but as a fight starter to upgrade your regen. My TW/Bio scrapper can easily hit like 150 hp/sec regen with max PA targets. Power regen, use knockdown to help mitigate incoming damage, and play smart around things that do defense debuffs and dont let them crowd around you, move around and keep most of them out of melee range in between attacks, buy time for regen and dont get gangbanged.
  20. With perma PA its great, without it its pretty weak. With perma PA you can solo AVs with illus/storm in relative safety. Without it youre a teaming only toon pretty much. The way it works, when PA despawns its aggro vanishes. So that means phant, decoy phant, traps, and you are all thats left to aggro on. So when PA goes down, without a plan so do you. You can't build defenses into an illusion storm. You just can't you ain't gonna softcap ranged or something on an illusion storm and even beginning to try would gimp every other aspect of the character So youre going in with recharge and as much end recovery as you can stack once you have perma PA and you're gonna be made of fucking paper. I mean in end game content anything breathes on you, you die. So you embrace death, take rise of the phoenix (which will recharge in like 2 mins or less with all of your global recharge plus another 50+5 io) and you take burnout too because resetting PA so you can cast it again as soon as you rez is very important, at least every 7 min or so which is about as low as I can get burnout on an illus/storm. Its a hilarious build if you dump a ton of money into it though. You are chaos incarnate. Two stormclouds throwing out lightning, 2 tornadoes, PA, Phant, Decoy Phant, specter throwing fears, gale with sudden acceleration knocking things down, its a different sort of controller experience than the "lock something down so it cant move" experience other controllers have. Instead you sew chaos and have a toolkit which feels almost like being a mastermind, except none of your pets listen to you at all. Its different and entertaining and if you fuck up at all you get instantly pasted so there's always that element of danger, being the idiot with zero defenses still trying to solo an AV
  21. Poison gas trap for me is a place to 5 slot gravitational anchor for the 10% recharge bonus. The hold duration enhancement is nice, but traps characters power recharge, and illusion characters power recharge. Slot it up as a hold power including with accuracy and it is a very reliable aoe hold to open with. With illusion/traps your first attack on a group is generally either summon PA into it, or if PA is already summoned, seekers. After that your next natural move is poison trap. You wanna power enough recharge that poison trap and acid mortar are up every group. Its not hard to get both down to 25 seconds.
  22. EA shines with an expensive build and perma or close to perma hasten. Also a fair amount of end reduction. Also very specifically putting a chance to heal proc in the endurance restore power. With these three things EA toons in general are strong and EA toons with resistance like mercs and demons become close to unkillable. My demons and mercs /ea toons can both survive in fire farms as long as I dont aggro more than 2 full groups onto myself at once. Just huddle up inside the cage spamming heal and absorb over and over and over again and also have good recharge on serum so its almost always up and my mercs/ea can weather just about any storm this game throws at it. Its a set that blooms kinda late with the absorb and also with sets and bonuses and alot of recharge with enough end reduction/recovery to cover spamming your powers. Sustainability is not hard to hit where you can just spam your heal and absorb every time they're up and never run out of end and never die.
  23. Every basic IO is boosted, the rest are not including the purples. Hami os are all 53
  24. /macro REF "powexec_location me barrier reef$$petrename_name "barrier reef" "Harrier Beef" That macro is I'm pretty sure correct from a syntax perspective, however it might run into an issue where pets when summoned cannot be selected or affected immediately, it might need to be pressed a second time to rename once the pet is fully summoned. I'm about to fire up the game and test it myself, I've never used rename commands through the chat bar before. ::Edit:: Tested it and at the very least the rename scrip works as pictured, as to renaming it on summon with one press not sure I haven't made a marine. Is it a stationary pseudopet? A follow dumbpet like singularity or the rain power from storm blast?
  25. Does this work? Bonnie And - Villain Mastermind Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: ThugsSecondary powerset: TrapsPool powerset (#1): SpeedPool powerset (#2): MedicinePool powerset (#3): LeapingPool powerset (#4): Fire MasteryAncillary powerset: Electricity Mastery ────────────────────────────── Powers taken: Level 1: Call Thugs 2: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen50: Superior Mark of Supremacy: Damage50: Superior Command of the Mastermind: Damage/Endurance/Recharge50: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura50: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge50: Superior Command of the Mastermind: Accuracy/Damage/Recharge Level 1: Web Grenade 2: Invention: Accuracy50: Invention: Immobilisation Duration50: Invention: Immobilisation Duration Level 2: Caltrops 3: Annihilation: Chance for Res Debuff50: Impeded Swiftness: Chance of Damage(Smashing)50: Positron's Blast: Chance of Damage(Energy)50: Bombardment: Chance for Fire Damage50: Javelin Volley: Chance of Damage(Lethal)50: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 4: Super Speed 5: Celerity: Endurance50: Celerity: RunSpeed50: Celerity: +Stealth Level 6: Equip Thugs 7: Invention: Endurance Reduction Level 8: Triage Beacon 9: Panacea: Heal/Endurance50: Panacea: Endurance/Recharge50: Panacea: Heal/Recharge50: Panacea: Heal/Endurance/Recharge50: Panacea: Heal50: Preventive Medicine: Chance for +Absorb Level 10: Acid Mortar 11: Achilles' Heel: Chance for Res Debuff50: Ragnarok: Damage50: Ragnarok: Damage/Recharge50: Ragnarok: Damage/Recharge/Accuracy50: Ragnarok: Recharge/Accuracy50: Ragnarok: Damage/Endurance Level 12: Call Enforcer 13: Nucleolus Exposure50: Nucleolus Exposure50: Nucleolus Exposure50: Shield Breaker: Chance for Lethal Damage50: Touch of Lady Grey: Chance for Negative Damage50: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 14: Aid Other 15: Panacea: Heal/Endurance50: Panacea: Endurance/Recharge50: Panacea: Heal/Recharge50: Panacea: Heal/Endurance/Recharge50: Panacea: Heal Level 16: Force Field Generator 17: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Invention: Defense Buff50: Invention: Defense Buff Level 18: Gang War 19: Call to Arms: Defense Bonus Aura for Pets50: Edict of the Master: Defense Bonus50: Expedient Reinforcement: Resist Bonus Aura for Pets50: Sovereign Right: Resistance Bonus50: Invention: Recharge Reduction50: Invention: Recharge Reduction Level 20: Poison Trap 21: Neuronic Shutdown: Chance of Damage(Psionic)50: Unbreakable Constraint: Chance for Smashing Damage50: Unbreakable Constraint: Hold50: Unbreakable Constraint: Hold/Recharge50: Unbreakable Constraint: Hold/Recharge/Accuracy50: Unbreakable Constraint: Hold/Endurance Level 22: Hasten 23: Invention: Recharge Reduction50: Invention: Recharge Reduction Level 24: Super Jump 25: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range50: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance50: Blessing of the Zephyr: Knockback Reduction (4 points) Level 26: Call Bruiser 27: Superior Mark of Supremacy: Damage/Endurance50: Superior Mark of Supremacy: Accuracy/Damage50: Superior Mark of Supremacy: Accuracy/Endurance50: Superior Mark of Supremacy: Accuracy/Damage/Endurance50: Explosive Strike: Chance for Smashing Damage50: Soulbound Allegiance: Chance for Build Up Level 28: Seeker Drones 29: Invention: Recharge Reduction50: Invention: Recharge Reduction Level 30: Aid Self 31: Invention: Healing Level 32: Upgrade Equipment 33: Invention: Endurance Reduction Level 35: Bonfire 36: Annihilation: Chance for Res Debuff50: Explosive Strike: Chance for Smashing Damage50: Positron's Blast: Chance of Damage(Energy)50: Bombardment: Chance for Fire Damage50: Invention: Endurance Reduction50: Sudden Acceleration: Knockback to Knockdown Level 38: Field Medic 39: Invention: Recharge Reduction Level 41: Burnout 42: Invention: Recharge Reduction Level 44: Maneuvers 45: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Luck of the Gambler: Defense50: Luck of the Gambler: Defense/Endurance Level 47: Assault 48: Invention: Endurance Reduction50: Invention: Endurance Reduction Level 49: Vengeance 50: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Shield Wall: +Res (Teleportation), +5% Res (All) ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 2: Swift 3: Invention: Run Speed Level 2: Hurdle 3: Invention: Jumping Level 2: Health 3: Miracle: +Recovery50: Panacea: +Hit Points/Endurance Level 2: Stamina 3: Performance Shifter: EndMod50: Performance Shifter: EndMod/Recharge50: Performance Shifter: EndMod/Accuracy50: Performance Shifter: Chance for +End Level 1: Prestige Power Dash 2: Invention: Endurance Reduction Level 1: Prestige Power Slide (Empty) Level 1: Prestige Power Quick (Empty) Level 1: Prestige Power Rush (Empty) Level 1: Prestige Power Surge (Empty) Level 4: Ninja Run Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser Level 26: Bruiser's Fury Level 24: Double Jump Level 4: Speed Phase
×
×
  • Create New...