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bellona100

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  1. The way I opened the attachment is: open Mids', then click File>Open>Downloads>Mastermind (Robotics... Patch Notes: Issue 27, Page 5 Robotics Pulse Rifle Blast, Pulse Rifle Burst, and Photon Grenade These powers all now apply a -200% regeneration debuff Pulse Rifle Blast cast time lowered from 1.87s to 1s Pulse Rifle Burst cast time lowered from 1.87s to 1.1s Repair (now Maintenance Drone) Power has been replaced by Maintenance Drone. Maintenance Drone will use its own health to heal your other robots. It can't be healed and does not regenerate HP. Once it depletes its health, it will self destruct dealing minor damage. This power no longer accepts Endurance Modification enhancements or sets. Equip Robot Now grants passive resistances to henchmen. Can be enhanced by slotting the power with resistance sets and enhancements. Upgrade Robot Now grants Repair to Protector Bots Can be enhanced by slotting the power with Healing sets and enhancements. Henchmen Cast Times trimmed across the board (including personal attacks) Assault Bot no longer applies -regen, this effect is now applied by the Mastermind personal attacks. Henchmen have had their list of powers revamped, adding a few new powers to improve overall damage. Protector Bots summon power no longer accept heal enhancements. Henchmen no longer have resistances out of the box, Equip Robot is needed to get them. I like how you have the whole debuffer thing going on! And you have a plan on how to manage your End. You need to choose an Alpha slot. That affects the build a lot and lets you plug some holes or enhance some things. Skip Snowstorm. I like how you skipped Maintenance Drone, but strongly dislike how you slotted Protector Bots. You're missing one of the important MM uniques - Superior Command of the Mastermind: +AoE Defense Aura. I suggest taking a slot out of Hasten and placing it in Health, then plugging in a Miracle: +Rec. It will help a bit with End. Also, get rid of that Gaussian's... in Tactics, that is not going to do anything for ya. I would take that Annihilation proc out of Static Discharge and place a simple Range IO in there. You will get more reach with the cone slotted that way.
  2. Hi Marshal_General, I've heard of players taking the Ninjas and maxing their likelihood of making critical hits. Critical hits increase damage output, thus you kill things faster. To do this though, you would have to take the Ninjas' attacks. I recommend that if you want to punch the baddies, try 2-boxing a Brute out front with a MM on follow. A /Kin following you around is very nice. Lastly, I would drop Hasten from your build and pick up Teleport Target. With this power you can TP any henchmen that get stuck and/or use the power to pull baddies. Teleport Target is also nice to have for other players when ya team.
  3. Patch Notes: Issue 27, Page 5 Ninja Snap Shot, Aimed Shot, and Fistful of Arrows Each of these attacks now grants a 3% chance for henchmen to crit for 30s. The chance does not stack from the same power but each power can stack together, for up to +9% chance if all powers are used. Smoke Flash Recharge increased to 90s from 20s Duration lowered from 10s to 3s No longer requires a target Now hides all Ninja Henchmen, providing 100% chance to crit to the squad for 3s. Kuji-In Zen (now Kuji-In Sha) This power now grants Kuji-In Sha (self heal) to all ninjas. This power can be slotted with heal sets and enhancements, those will enhance your ninja's passives. This power increases ninjas chance to crit by an additional 3% at all times. Train Ninjas This power now grants +defense passives to ninjas. This power can now be slotted with defense sets and enhancements, those will enhance your ninja's passives. This power increases ninja's chance to crit by an additional 3% at all times. Henchmen All ninjas now have a chance to crit at all times This chance starts at 0% but can be increased via upgrades and personal attacks Maximum crit chance outside of smoke flash is 15%
  4. Come to RV and I'll show ya a thing.
  5. Agreed, he is a good guy. But... He's too much with the blasters. There are other ATs out there.
  6. Last night the blaster GOOD 2 paid me for defeating him. He was fighting Android 006, and I saw this from a distance. So I tp'ed next to him and placed my henchmen on "Attack". GOOD was already at ~50% health, so sending him to the hospital was no major achievement. I then look at my Inbox and find an email from GOOD for 100 million Influence. I said in Chat that he didn't need to do this, and to that he replied that he won the influence - and then some in a Costume Contest during the Halloween Event. So my question is this: What is more odd, the fact that I made Influence PvPing, or the fact that another PvPer enters costume contests? Oh, I was playing a Merc/Elect Affinity MM - under /Empath buffs.
  7. bellona100

    Ninja / Dark

    tidge is on point with the advice about damage procs. If you want extra damage output from your henchmen, you would do it via the Alpha slot, Assault, and/or the primary attacks. Let me post something that no one has mentioned outright: Patch Notes for October 18th, 2022 - Issue 27, Page 5 Ninja Snap Shot, Aimed Shot, and Fistful of Arrows Each of these attacks now grants a 3% chance for henchmen to crit for 30s. The chance does not stack from the same power but each power can stack together, for up to +9% chance if all powers are used. Smoke Flash Recharge increased to 90s from 20s Duration lowered from 10s to 3s No longer requires a target Now hides all Ninja Henchmen, providing 100% chance to crit to the squad for 3s. Kuji-In Zen (now Kuji-In Sha) This power now grants Kuji-In Sha (self heal) to all ninjas. This power can be slotted with heal sets and enhancements, those will enhance your ninja's passives. This power increases ninjas chance to crit by an additional 3% at all times. Train Ninjas This power now grants +defense passives to ninjas. This power can now be slotted with defense sets and enhancements, those will enhance your ninja's passives. This power increases ninja's chance to crit by an additional 3% at all times. Henchmen All ninjas now have a chance to crit at all times This chance starts at 0% but can be increased via upgrades and personal attacks Maximum crit chance outside of smoke flash is 15%
  8. bellona100

    Ninja / Dark

    I can't open Warlawk's build to critique it, but I do know that a Theft of Essence: Chance for +End placed in Twilight Grasp is a very good idea. Especially if ya have a build with high +Recharge. Update: I finally got Warlawk's build open. I was using an older version of Mids' and it was not compatible with the file. Warlawk's build is a PoS. There is no kind way to put it. Don't use his build or even reference it at all.
  9. I'd like to add that with the Ninjas primary, you're going to want to use your 3 attacks. This will increase the ninjas chance to crit against the enemy. These attacks will draw some aggro to the actual MM. You also have the option of sending in some of your henchmen to attack while keeping some back in bodyguard mode to protect the actual MM. This would be done via a macro command.
  10. Quote: Core Powers: Bodyguard This is accessed by setting any henchman to Follow/Stay/Goto and Defensive. When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from, after the MM's personal resistances are applied. Each Henchman takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the Henchmen themselves might incur from Area attacks. The resistance/defense of the henchmen is not applied to this damage and instead goes straight against their hitpoint total. Example 1: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage). Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each. Bodyguard will work as long as a Henchman is in Defensive Follow or Defensive Stay/Goto. This means that they will attack back when you or they are attacked. Issuing an order of “Attack my target” will take them out of bodyguard mode, as will issuing any other stance. You can set as many of your Henchmen to bodyguard that you want. As long as the Henchman is in Defensive Follow/Stay/Goto and within Supremacy range, he is in Bodyguard mode. Status effects will not turn off bodyguard mode. Bodyguard does not function with Lore Incarnate henchmen. - Taken from MZ's Guide to the Modern Mastermind v4.5(@Master Zaprobo)
  11. Try taking the inspiration and holding it over the henchmen's health bar for a second before dropping it onto the UI. You know, the window that lists the henchmen and their buffs. I suggest using the team inspirations instead of the small ones. In fact, I would goto the Pay-to-win vendor in Atlas and just turn 'off' receiving small inspirations.
  12. You're going to want to spam Transfusion(the AoE heal) to keep your guys at full health. This heal, though very strong, requires your henchmen to be within 20' of the target. Bots, Mercs, and thugs are going to be No-goes. So, what are you left with?
  13. WitchofDread I like how you skipped Tactics on you build. A lot of players fail to recognize the +ToHit component of the Overgrowth buff. Don't feel bad about coming up with an effective slotting for Lich. He is tough to figure out. Does one enhance the control aspect of the Lich or go with +DMG? This is a question that tortured me for a couple weeks. I attached a build to help you with the slotting of the henchmen of Necro/. This slotting takes into account the enhancement of the henchmen powers as well as the set bonuses derived from the enhancements. I weighed one against the other and came up with a good combination. A focus was kept on +Rech and slotting the MM uniques. Necro.Dark Witch.mxd
  14. Mr. Apocalypse! Why did you take Petrifying Gaze? And then 6 slot it with Purples? Should so much emphasis be placed on a single-target hold? Folks that play Bots like to take Photon Grenade for the -Regen debuff that lasts 30 seconds on its targets. Perhaps exchange the single target hold for the AoE debuff/chance for Stun power. Maybe, perhaps, or even should more attention be directed to Darkest Night? I know that your +Def would be even more effective if you slap a -ToHit debuff on a group. I do like how you slotted -ToHit into Fearsome Stare. That much makes sense to me. I don't like your choice of Alpha slot either. Musculature Core Paragon is just sooo... one dimensional. It only helps your build with one stat. I chose Intuition Radial Paragon for my own /Dark build.
  15. There are several /Dark builds on the forums. A little searching will get you what you want. For Defensive builds, Darkest Night, Dark Servant, and maybe Fearsome Stare are a big deal. As far as your primary goes, take a look at the attached build. Robot.Dark.mxd
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