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bellona100
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Everything posted by bellona100
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I'm looking for a Budget Ninja/ Empathy build ??
bellona100 replied to smnolimits43's topic in Mastermind
I took what you posted above and finished it with the emphasis on being a support empath. With a budget build, the Alpha slot becomes more important. Since ya didn't choose one, I went with: Spiritual Core Paragon For all powers: Increases Recharge rate by 45%, Stun duration and Healing by 33%. Two thirds of these bonuses ignore the effects of enhancement diminishing returns. I strongly recommend slotting the 2 Pet Resistance Uniques somewhere in the henchmen. The Ninjas are quite fragile. smnolimits41 (Ninj - Emp).mbd -
Power 'Commanding Presence: Taunt/Placate Resist' (Boosts.Attuned_Commanding_Presence_E.Attuned_Commanding_Presence_E) This enhancement seems to act like Edict of the Master: Defense Bonus & Sovereign Right: Resistance Bonus. In other words, Commanding Presence has the same game mechanics. As long as your henchmen/pets are rather close to the actual MM, they receive the resist of 10%. Keep in mind that the power Assault provides a Taunt & Placate resist of 45.41% to all that are within range. Back to your questions on why players are buying it. I have no idea. I can speculate, but that does no one any good. Furthermore, I can tell you that no one Min/Max'ing their build would ever slot this thing - but you already know that.
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That looks like a solid build. I ran the damage procs in the PPM calculator and they look real good. My personal preference would be to drop Hasten from the build. You have 92.5% recharge from set bonuses. You have plenty of +recharge, and by dropping Hasten you can place Kuji-In Rin on auto and not worry about the mezzes. I would also move Placate up in the slotting order. No doubt there.
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Yes, that is what Frosticus is saying. I just read something interesting on Reddit about Street Justice. To give context, they are talking about placing Stalker's Guile in AS. Mu0nNeutrino •6y ago Rebirth Dev You want that set in assassin's strike, every time. As you noted being put into a hide state isn't actually that useful for using assassin's strike. AS from hide is a fight opener, not a mid-combat attack. Not only can it be interrupted, but the long animation makes it worse overall DPS than you'd think. The other reason it's not very good to try to use the hide proc to attack with AS is that AS is the one attack in the set that already has a way to set up guaranteed crits outside of hide with assassin's focus stacks. Trying to go into hide with the proc and then attack with AS from hide is just wasting the real potential of AS; the guaranteed assassin's focus quick-crits are more powerful in mid-combat than a slow, interruptable AS from hide. The other reason to put the set into AS is that it's a relatively long recharging attack at base, which means that the PPM mechanics give it a higher chance to proc in AS than if you put it in most other attacks. Especially once you upgrade it to superior, it's got a very good chance to go off. Your ideal attack chain then ends up being two normal attacks, AS, and then your strongest other ST attack, with the hope that you get three assassin's focus stacks by the time you get back to AS. This lets you deal an absolutely brutal one-two punch of a guaranteed fast-crit AS followed up by a guaranteed hide-crit with your other strongest attack. (This is especially ridiculous on some sets with combo mechanics, like street justice. Heavy Blow -> Shin Breaker -> Assassin's Blow -> Crushing Uppercut with the hide proc in AS means combo three autocrit Crushing Uppercuts every time the proc goes off.)
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Hi Soul-Fire If you go into Mids' and hover your mouse over an enhanced slot, then right-click. While in the detail box - goto the slot you chose initially. Hover your mouse over this enhancement, and at the same time, press your "+" key five times. You will see the enhancement show "50+5" in the enhancement's detail box. Click once more to lock in the change. This process will mimic what is possible in-game and increase the enhancement's value. I had some time on my hands so made a few changes to your build that I would do. These are changes that max the damage output of certain powers. Precise Strike doesn't do the total damage output that your other attacks do, so I would make this a set-bonus mule. I know this is going to sound counter-intuitive but seriously consider dropping Assassin's Staff. Unless you're going to use it as a set-bonus mule. The Force Feedback proc in Eye of the Storm. Test this out on a group of grey-lettered baddies to see if it's worth slotting. This is something you have to test to see if ya like the rate at which it triggers. Lastly, the changes I made are not the only changes I would make to your 'First Try' build. Soul-Fire (1).mbd
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Thanks for replying. I'm new to slotting Force Feedback: Chance for +Rech. I know the damage procs trigger very little when slotted in an AoE attack. How often would you say the FFs activate? Also, in the power Jolting Chain, you have quite a bit of +Rech enhanced into the power. Would this affect the rate that FF triggers?
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Hi Auroxis Have you actually played this build or is it a 'Theory' build?
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Hi Wolfboy1, I'm curious as to what your strategy is here with the TP. I'm guessing you plan on Combat Teleport into the middle of a mob with Aura of Madness running. Then hitting Mass Levitate, Placate, and finishing off the Boss, etc. If I'm in the ballpark on this strategy, please respond back.
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Help me pick a Necro/Dark MM build from the ones I've found
bellona100 replied to SenTheFortress's topic in Mastermind
How did Icesphere's build work out for ya? The build's +Recharge is insane! The set bonuses provide +102.5% Recharge. Add another +70% Recharge from Hasten. Can the build's +Recovery keep up with that amount of recharge? I like how Icesphere used his set bonuses to enhance his attack's accuracy, endurance discount, and recharge so that he could slot damage procs. Of course all that +Recharge keeps his Soul Extraction active more often, which in turn, pumps up his damage output. It's nice to see a good build posted on these forums, God knows there is plenty of shitty ones. -
Hi CraterLabs. I see your post is getting quite a few views, but no one is responding to your questions. I think the knowledge on PvP in the game is a fraction of what it used to be. I actually took on a Shield Defense/SS Tank tonight in RV. He didn't have Taunt and I was on my Blaster. The Tank wisely lured me into the train station and the real fight began. I was doing pretty good dodging and rolling around the station till he popped his One with the Shield power and I could not damage him. At this time he also came at me with all he had because he only had 2 minutes till he crashed. He won the battle. He did a couple things right and I did a couple things wrong. But sometimes when ya want a fight, you have to battle under the other guy's rules. Almost all the Melee characters that come into RV these days are set up(built) for that Fight Club shit. That would explain his not having Taunt on the toon. The reason I keep bringing up Taunt is due to the power's ability to debuff range on your opponent by 70%(?). It is a must have power in zone so that the Tank doesn't get kited by range ATs. Back to your questions. The rule of thumb for PvP Defense is this: A little or moderate Def on a build does nothing to protect you. You have to have a very large amount and then you get the protection from player attacks. This has to do with +ToHit being so plentiful on characters. You have to decide if you want your Tank built for Fight Club or general zone PvP. Either way, I would place an emphasis on your Elude, One with the Shield, or other such power that only lasts a few minutes and then leaves your guy drained of all End. But this is my personal opinion. Lasty, as far I know, SS is the best secondary for tank to have - whether you're talking PvE or PvP. Good luck with your build.
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Demon/Rad I went with this build. I have some "?s"
bellona100 replied to ResToons's topic in Mastermind
I'm with ya on most of this, but perma Hasten and/or AM is not a priority. Don't get me wrong, +Recharge from set bonuses is something that should be strived for, but perma is overkill. I would not even get Hasten on this build. Let the set bonuses coupled with the AM give the +Recharge to the build. Place AM on auto power and focus on debuffing. -
Demon/Rad I went with this build. I have some "?s"
bellona100 replied to ResToons's topic in Mastermind
Hi perrond. Your primary job as a /Rad is to debuff. Anything you read above or below is secondary, third, etc. You are playing a Demon/ MM, so your henchmen and pets will perform their best when in Melee. You are correct about the Demon/ MM attacks. They are not at all effective on this combo - especially at the higher levels. Generally speaking. When you are putting together a build on Mids', it's alright to 6-slot the same IOs to get that 6th set bonus on a few powers. Anything more than that you are most likely gimping the build. You see this a lot with the +Defensive builds on these forums. Attached to this post is an old zone PvP build for you to get ideas from. Keep in mind that the attached build is centered around zone PvP, so there is a bunch of +range, +Hit Points, and +ACC you won't be needing. For what you're doing I would not 6-slot Lingering Radiation. I would however keep +range enhancements in the debuffs and Bile Spray. demIIII - Demon.Rad3.mbd -
So... it's 4 years later and Issue 28 was released in June. Is this secondary still in Tier D or have you changed your view on Stalker /Regen? Regeneration Fast Healing Now grants 20% fixed regen resistance at all levels, for all ATs. (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance. Resilience Power icon updated to represent its effects. Quick Recovery Now grants 20% recovery debuff resistance. Dull Pain > Second Wind Converted to Second Wind. Grants a 20% Max HP buff, this buff is retained even if the caster is defeated. Provides a 40% heal. This heal ignores resistances. Recharge increased from 300s to 360s, matching Dull Pain's recharge. Cast time lowered from 1.5s to 0.73s (same as live Dull Pain). While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting. Reactive Regeneration [New power for scrappers/brutes/stalkers] Mutually exclusive power from Instant Healing. This power is a toggle, pulses every 2 seconds. Grants a 200% enhanceable regeneration buff. Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times. Sentinel's Reactive Regeneration power will follow this implementation of the power. Revive > Ailment Resistance Converted this power to Ailment Resistance. This power is now an auto power. Grants a 24% MaxHP buff, half enhanceable. Grants -15% resistance to heals (making all heals on you 15% stronger). Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit. Power no longer accepts endurance or recharge enhancements. Moment of Glory Cast time reduced from 2.57s to 1.5s. Now grants a small damage buff that decays over time. Now grants a small amount of Psionic and Toxic defense. Power order changed to: Stalker: Hide Reconstruction Fast Healing Ailment Resistance Integration Resilience Instant Healing/Reactive Regeneration Second Wind Moment of Glory
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I wanted to give a big hat tip to the dev that came up with the wandering mob in Flagtown Memorial Park. This park is located in the SW corner of Kallisti Wharf. I took a small team of IO'ed enhanced MMs into that mob and had a challenging fight. I think this is the kind of stuff we should see in Level 50 zones.
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1) Mastermind is the most powerful AT, followed by Blaster. 2) Controller is the least powerful AT. Reason is the AT has no burst damage output. And yes, I once made a zone PvP controller. Insert sad face here -------->☹️ Controller - Ill.TA.mbd
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If you have Toroidal Bubble going on a regular bases, lets say you have it on Auto. Do you really need Serum in your build? Is Serum something that can be skipped in this Merc/Marine build?
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I suggest dropping Shoal Rush and replacing it with Life Drain. You have plenty of -Speed with Tide Pool active. Life Drain will give ya another Specter pet which helps mitigate incoming damage. There is a better way to slot your henchmen so that they have more enhanced damage. Furthermore, I would drop Maneuvers or Weave and pick up Tactics instead. Your Zombie Horde, Brine, and Shifting Tides don't have enough ACC slotted. You would be wise to enhance Toroidal Bubble for more +Res. It's a team buff for Heaven's sake. Choose an Alpha slot.
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I wanted to post a non-conventional PvP build here that is a lot of fun, but yet effective. Also, I am hoping someone reads this post and gets inspiration from it. PvP is an element of the game that most players don't try their skills at. For a better understanding of this build, please read the "Build Comment/Description" part of the Mids' layout. This is located at the very top, center, of Mids'. Edit: This is an actual build that has been tested and modified 3 or 4 times, played, and then defeated enemy players in zone PvP. Merc.Cold3.mbd
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Thank you Duck-Smokes-Quack for the very good suggestions on the modified version of Thraxen's scrapper. I have taken several of them and applied them to Kung-Fu Thrax 3. Not at the range softcap for defence ---> You are correct, I fixed this in the new build. Skipped the AoE defence toggle [Evasion] entierly ... this build will go squish very, VERY quickly --->Fixed this as well. You Scrapper Critical Strikes proc is in an AoE attack ---> This PBAoE is the opening attack in my build's attack chain. See, you have the enemy mob in front of ya. You hit Focus Chi, then speed into the center of the mob, then click Dragon's Tail. The Critical Strikes activates off of one of the multiple targets. With this proc activated for 3.25 seconds, I use either Crippling Axe Kick or Eagles Claw on the boss. Maybe both attacks - if I'm fast enough. You havent slotteed Storm Kick one of the power MA/ has to offer ---> Once again, you are correct. The only reason I have Storm Kick in the build is because I had to take it. I get more damage output from using one of my other attacks. Storm Kick, like Kick from the Fighting Pool, is not worth the slots or time clicking in an attack chain. I've attached the updated and improved build. Kung-Fu Thrax 3(MA.SR).mbd
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I put together a modified version of Thraxen's scrapper. Is it better or worse? Hmmm... Please read the "Build Comment/Description" at the top of Mids' for an explanation of the build. Kung-Fu Thrax 2(MA.SR).mbd
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First thing I would do is pick up an Alpha slot. Slotting Musculature Core Paragon into your Incarnate makes this build look more impressive. Do you really need Tactics on this build? You have +Perc from Focused Senses. That Kismet you slotted in Lucky gives you +ToHit. Additionally, you have +54% Accuracy enhancement from your set bonuses - which is overkill. I don't like the way you slotted Cobra Strike. Those damage procs are rarely going to activate because of all the +Rech you have slotted in the power. Now that I look at your other attacks, you did the same thing. Remove the +Recharge in the attacks if you want your procs to activate!
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I found it for ya Thraxen. I posted it below. I strongly suggest you remove the +Rech from your attacks, or the procs. One or the other. The procs are not going to activate with any kind of efficiency with +Rech slotted in the actual attack. The +Rech from Hasten and the set bonuses is fine - actually good. You want +Rech in your build, just not in the actual powers that contain procs. Other than this big oversight, your build is solid. I like how you doubled up on the Power Transfer: Chance to Heal Self. Slotting the Power Transfers shows that you acknowledge that you don't have a heal, but do need some healing on the build. Kung-Fu Thrax - Scrapper (Martial Arts - Super Reflexes) 7.mbd
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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.
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Need advice for this Ninja/Kinetic experiment.
bellona100 replied to Marshal_General's topic in Mastermind
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. -
Need advice for this Ninja/Kinetic experiment.
bellona100 replied to Marshal_General's topic in Mastermind
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%