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I'm sure others will make more specific comments on your build but I wanted to make a few comments. For concept, do your build however you want! Have fun with it. Concept is King which means you can by all rights stop reading now. For effectiveness, you'd be insane to not pick up foot stomp. It's your only damaging AoE and it's, by many accounts, one of the key powers of the set. Not picking it would seriously handicap you in my own opinion. Recall that with many sets you can use alternate animations. If I were you I'd explore that with your boxer theme. Foot stomp, for example, has a ground punching alternative animation. Personally I think street justice would be a closer fit to your theme. Finally, rage has a -20% defense debuff at the end. This is why you don't see SS paired with defensive sets that often. #4 is the reason it can be quite difficult to pair super strength and super reflexes. You really want ~65% defense to account for this and while not impossible in final builds it's not easy on a brute. Far easier on a tanker, but even so in both cases you need to make some final build sacrifices to get there that most would prefer not to. I've tried both and I was happier with SR/SS tank honestly. There have been some attempts to change the way rage works recently in beta builds, but for the moment anything making it live is quiet a ways off as the game devs are working to find a way to balance it right. If I were you, purely for effectiveness and not solely concept, I'd go for Street Justice/super reflexes for a boxer theme. The combo doesn't have the negative issues with rage and the animations, with the exception of I think one are all mostly punching.
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Sorry. Unbreakable Gourd! I probably could have come up with a good concept too.
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You'd be even more gobsmacked that the name is taken on Excelsior. I know this for no reason at all.
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In the end what is fun is most important and concept is King. I have a ton of toons in my stable that aren't min-max'ers but concept/fun ones and those are some of my favorites.
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Super reflexes on tankers is one of those primaries that peaks really early. It makes tanking tough things early a breeze often. It kind of goes with anything really. It does feel like cheating though at times especially when you pair it with things that normally you wouldn't pair with a defense set like Super Strength. The -defense penalty during rage crashes hurt less for tanker sets like SR since it's pretty easy to go way over soft cap to account for that. I often recommend super reflexes on new tankers because of this. You can easily soft cap without any crazy IO investments which makes it pretty inf friendly.
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Since @Greenbone is looking at electric, time actually would be pretty decent secondary too since to use short circuit you need to be in melee and time offers close range protection and a heal (among the other goodies it offers). Electric/time, like dark, offers a lot of safety so electric can do it's thing. Don't actually think I have one in my stable now that I think about it...
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I personally don't think traps is going to meet your definition of safety in my opinion. It's fine for what it is but because of the lack of the heel I don't think that it'll do or be as safe as you might want to be without a lot of investment later on. There's a much easier learning curve with electric / dark where you get lots of the numbers from electric but also the safety that you get from dark. Of course if you really want the right numbers fire dark is an old classic space but electric slash dark works just as well. That's just my two cents if I had to choose. Don't get me wrong I like traps specifically on controllers but for defenders or corruptors I prefer personally something like dark for a case like this. Just let me think about. You can absolutely make electric traps work if that's what's fun for you because in the end.. concept is King.
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I played it a bit before it came out and now Ive been running some sonic melee brutes and tanks and I'm starting to wonder if attune is worth it. Generally it only seems to make sense to put it on bosses and higher and on most teams boss level baddies just don't last that long. I've been trying to use it where it makes sense but it seems like it runs for 1-10 seconds and then the boss is dead. My poor finger is hurting from trying to tag bosses all the time. Am I doing it wrong and is the benefit that attune brings really worth it in your experience?
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Nice thing about recent changes and Illusion is that fear now triggers containment..which means Spectral Terror now can setup containment too. It's a small thing, but it helps in the lower levels with Illusion.
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Super reflexes, like shield, have really good defense debuff resistance (DDR). This means debuffs that lower defense is resisted. So the next thing that allows baddies to get through your defenses is baddies that have +ToHit. For a mature shield or super reflexes toon, ToHit is the bigger problem than healing.
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Just wanted to point out the heal comes with the level 26 upgrade. The new ninja MM set is a pretty big improvement. I played a lot of ninja before and after and they're still squishy, but with decent outside defense buffs and their self heal on most of my mid/late level MM's I rarely lose one. I like to think of them as cardboard dragons now instead of paper dragons.
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Beasts from the north! Making the best of Beast/ with /Cold
evetsleep replied to Onlyasandwich's topic in Mastermind
The changes to hemchmen summons recharge and endurance costs have dramatically changed how I play my MM's. It's made henchmen deaths far less painful, which means we can be more aggressive And not focus solely on keeping them alive. For me, this is one of the best changes ever made by the homecoming team with regards to masterminds. The need to upgrade and re-shield (in the case of sets like cold) is annoying but tolerable.- 25 replies
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- cold domination
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-Res and stackable -MaxHP can be super useful. I personally always take it. Any bosses, EB's, and AV's are always getting repeated applications. Marine is a fantastic set and if you find yourself in a tight build I can see skipping it, but I'd advise against it.
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I really like Obscure Sustenance on new dark armor toons to help with the heavy endurance demands (even post revamp) to keep things goin until endurance usage/recovery is addressed later and then respecing out of it late game. It's been a real life saver on my endurance heavy dark armor toons like one I'm leveling now (super strength).
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In defense of click mez protection and defense sets, most mez requires a hit. If they have a hard time hitting you then won't get mezzed. What I normally do with super reflexes and shield is put it on auto and forget about it. Pretty much any armor set would work based on what's been said. I personally like axe/electric. Axe can be slow to recharge and endurance thirsty and it kind of helps with all axes issues.