benai
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Your selection of Thugs and Empathy seems quite interesting. Thugs have due to Enforcer and Auras quite good Def values (beside +damage and +tohit (enforcer leadership pool)) when your Minions are in each of the Enforcers range. Your Bruiser could be the biggest problem because he might not be near your Enforcers, so he should be your main focus with Fortitute and maybe Adrenalin Boost. And depending on how you set up your Recharge Value you should be able to have at least 4 maybe 5 times Fortitute on your Minions, so at least Bruiser, Enforcers and Lighter Guy can be heavyly buffed with +dmg +def +tohit With your two none Auras Recovery and Regeneration Auras maybe nearly perma (?) they have a steady supply of health and endurance gain, maybe you can combine them with the healing uniques from panacea and preventive medicine for Regeneration Aura when it gives steady additional absorb, endurance and hit points. The same could work for recovery aura with performance shifter and power transfer none uniques self heal and + endurance. Your Adrenalin boost has the problem that your minions have no benefits from recharge but at least one can get a strong recovery and regeneration buff at a time. But the above mentioned things have to be validated by those that actually have knowledge in procs, building and such. --------------------------------------------------------------------------------------------------------------------------------------------- Out of curiosity i made a build but i have no clue how you get the values of Enforcer and Gang War as you have them above Thugs Emp v0.0.mbdThugs Emp v0.01.mbdThugs Emp v0.02.mbd Version 0.01 is with Mace Scorpion Shield and Power Boost seems with Fortitite and stuff a good option. Maybe Numina +Regeneration/Recovery is the better option in Regeneration Aura then Preventinve Meddicines + Absorb Shuffle Shuffle V.0.02 has Assault instead of Clear Mind
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Great whenever you write an answer I want to rethink my choice. But isnt Barrier Reef even more or as vulnerable then/as FFG? I have a Ninja/Time/Mace with also perma Chrono and Hasten and it works quite nice. I like specially the HoT, the Foresight and its counterpart -tohit. But i am bad at creating any form of builds for anything. I think I miss the basically idea whats important. I am thinking to much in keeping a pure set build, which is the worst you can do at least in terms of your MM primaries. And like I said in the other thread i actually wanted to make a low clicky MM. Currently with Bots/Traps its feels more the opposite. (Caltrops, Mortar, Seeker, Trap) And while /marine seems nice. You have due how the game is concipated no real overview over your buffs and when and which you need to recast them Specially when you have 180-220% recharge.
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My basic idea was to put in Triage Beacon the Preventive Medicine Proc instead of putting it into Upgrade Robot. But using Panacea Proc in Triage Beacon sounds quite nice. How many slots in Triage Beacon should i put in and with which Set?
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Whats that supposed to mean?
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K. I have now removed Triage Beacon and reworked the whole build a bit. Bots Traps V0.3.mbd But I am still not happy. Currently I have 3 open slots and 11 free slots to place. I like the fighting pool. But fewer toggles is also not bad. Mids doesnt seem to have Gravitational Anchor at least not mine. Its an Immobilize set Poison Trap has only Holds. Never seen Medicine as viable option and with 3 slots left its either Medicine (which would take 3 slots to get Field Medic) or Photon Grenade and 2 others.
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I thought that Caltrops or Acid Mortar would be the debuffer number one. And that Poison Trap would be just a nice gimmik. Yeah, my bad with the kick. **Level 1: Caltrops** - A: Annihilation: Chance for Res Debuff - 7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown - 9: Bombardment: Chance for Fire Damage - 43: Ice Mistral's Torment: Chance for Cold Damage - 45: Superior Frozen Blast: Recharge/Chance for Immobilize - 46: Pacing of the Turtle: Chance of -Recharge **Level 10: Acid Mortar** - A: Achilles' Heel: Chance for Res Debuff - 19: Touch of Lady Grey: Chance for Negative Damage - 21: Shield Breaker: Chance for Lethal Damage - 21: Positron's Blast: Accuracy/Damage/Endurance - 23: Positron's Blast: Damage/Range - 23: Positron's Blast: Chance of Damage(Energy) **Level 44: Poison Trap** - A: Basilisk's Gaze: Chance for Recharge Slow - 45: Ghost Widow's Embrace: Chance of Damage(Psionic) - 45: Lockdown: Chance for +2 Mag Hold - 46: Unbreakable Constraint: Chance for Smashing Damage I am currently not so sure if i want to drop Triage Beacon. But it would open slots either for an attack or to put these slots into maybe Maintenance Drone.
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Hi, I am currently jumping from MM to MM and trying different builds (Druid (Beast/Nature) wasnt to my liking). Mercs/Dark, Demon/Fire, Bots/Traps. The current go to is Bots/Traps. Its the old standard less sturdy then Bots/FF but still nice. Would be nice if someone could look at my current build in work if there are any major flaws and which decision would be better (3 free slots) Bots Traps V0.1.mbd I was thinking of swapping Seeker Drones and/or Poison Trap for Photon Grenade and put in there Ragnarok. And if i should drop Hasten entirely. Doesnt seem that much worthy with Bots/Traps. Maybe I should get Web Envelope to make sure that the enemies stay in the Napalm Bomb of the Assault Bot.
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You cant slot an MM this way. MM's also are frankenslotted, weirdly mixed and you need to look which proccs matches inside your pets. Proccs like Achilles' Heel: Chance for Res Debuff, Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown, Chance for xxx Damage are a good take inside your Minions. Then you mix the MMs special origin Enhancements in it with the 6 important Minion Auras. A mule power like Gang War can be helpful. **Level 1: Call Thugs** - A: Superior Mark of Supremacy: Accuracy/Damage - 3: Superior Mark of Supremacy: Accuracy/Endurance - 3: Soulbound Allegiance: Damage/Endurance - 5: Soulbound Allegiance: Chance for Build Up - 5: Expedient Reinforcement: Resist Bonus Aura for Pets - 7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense - 17: Luck of the Gambler: Defense/Increased Global Recharge Speed **Level 18: Gang War** - A: Superior Command of the Mastermind: Accuracy/Damage/Recharge - 19: Superior Command of the Mastermind: Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge - 21: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura - 43: Call to Arms: Accuracy/Damage - 50: Call to Arms: Defense Bonus Aura for Pets **Level 22: Call Bruiser** - A: Superior Mark of Supremacy: Damage/Endurance - 23: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen - 23: Sovereign Right: Accuracy/Damage - 25: Sovereign Right: Resistance Bonus - 25: Edict of the Master: Accuracy/Damage - 27: Edict of the Master: Defense Bonus **Level 12: Call Enforcer** - A: Superior Mark of Supremacy: Damage - 13: Superior Mark of Supremacy: Accuracy/Damage/Endurance - 13: Soulbound Allegiance: Damage/Recharge/Accuracy - 15: Luck of the Gambler: Defense/Endurance - 15: Luck of the Gambler: Defense/Increased Global Recharge Speed - 17: Achilles' Heel: Chance for Res Debuff That would be my slotting. But maybe wait for someone that actually knew what he is doing.
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MM primary also with matching secondary? (best synergy)
benai replied to benai's topic in Mastermind
My current idea which I am not happy with is something like that: Mastermind (Beast - Nature) V0.1.mbd But I am not sure if Power Boost is actually doing anything good for nature and if it worth taking it. The other question is if leaving out Corrosive Enzymes and putting in Entangling Aura makes sense. I lose a -resist and -damage debuff. I wanted to go for Kick-Weave-Tough but I ran out of slots. -
Hi, I have now gone back to pure range. How can i fix my Mids Build when skills turn red? Crab Spider Soldier - Crabbermind V0.1 Range.mbd
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Arachnos Soldier (Crab Spider Soldier - Crabbermind).mbd
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Whatever they do someone lamenting anyway. Still a bit more freedom would be nice for the additional power pools. But that aside, would you say my build is valide and could fullfill its role?
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The problem is certain power pools are limitated in a stupid way to reduce he effectiveness. Think about someone had designed Leadership with Vengeance or Victory Rush as a must pick to unlock Maneuvers, Assault and Tactics. But with Soul Mastery (as an example) and Fighting (as an example) its ok. No, it's NOT! You dont have this with Speed (Hasten) or Jumping (Combat Jumping). My only other option would be to drop off Flight entirely (which would leave me with -7,5% global recharge) or at least remove fly and take instead Darkest Night to keep Mental Training.
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I am missing out slots to put it in and Slot to put into it. The problems with limitations. It would have been nice when the first 3 would be (0 powers required) and then you could use freely what you want. But that goes for fighting too. Yyou have to take Boxing or Kicking you cant just take Tough and Weave. I want only - Dark Obliteration - Darkest Night - Summon Widow
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I took it out of theme and its not fixed. I take whats best for the build. But when then I want Dark Obliteration and Darkest Night and dont take Gloom at all. So that i have: - Dark Obliteration - Darkest Night - Summon Widow Thats why my current idea is to get rid off Mental Training and take for it Darkest Night with 5 Slots of Dar Watcher's Despair. Which removes 21,25% recharge which doesnt make me happy.