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bellona100

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Everything posted by bellona100

  1. 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.
  2. 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%
  3. Come to RV and I'll show ya a thing.
  4. Agreed, he is a good guy. But... He's too much with the blasters. There are other ATs out there.
  5. 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.
  6. 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%
  7. 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.
  8. 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.
  9. 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)
  10. 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.
  11. 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?
  12. 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
  13. 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.
  14. 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
  15. That build that Mek posted is using Power Boost. WumpusRat's build or your build - this is getting confusing now - does not have Power Boost. Though, I strongly think that the Rat left it out of his posted build by accident. The build we are talking about is extremely tanky. It would be great to 2-box this bad boy. I bet there would be little resummoning of henchmen involved. FYI, concerning all these photos being posted. Take note of the Inspiration box. Those little inspirations. You can go to the Pay-to-Win contact in Atlas and choose not to receive them. I have my Insp preferences set to receive only Large & Team inspirations. I find it saves me time of deleting and organizing the little ones. Merc.FF-JayboH.mxd
  16. JayboH, good Looord what a Tanky build! I couldn't help myself, I tinkered with your build. I increased the global recharge and got Serum down to a 79 second recharge. 317/4=79 seconds. I wanted Serum up as much as possible to get the +Res, +DMG, +Recovery, etc. With Serum's +Res for the Mercs, even with the fade effect, I was able to remove the two +Res Uniques. This move allowed for a couple damage procs in Soldiers. I also threw a Soulbound Allegiance in Spec Ops for even more damage output. I like how you chose Aid Self for your build. I reworked the power in my build to make it even more useful. My math has the henchmen Def at: ~47% Typed, and ~43% AoE. That sound right to you? Merc.FF-JayboH.mxd
  17. Nature is such a beast at keeping health bars full that the Maintenance Drone is not needed. You can make an argument that the Drone helps with damage mitigation, but for healing on this build - no. My math has the henchmen at 27% Def on typed, and 32% AoE Def. Couple this Def with the -ToHit from Spore Cloud and maybe Photon Grenade, and all the buffs. The henchmen survivability is high. When using Photon Grenade, think of it as a debuff and AoE stun. The damage is negligible. Don't listen to the Group Fly Nazis, Group Fly is awesome on a MM. Evasive Maneuvers tightens up the flying nicely and gives a host of benefits to the actual MM. Teleport Target on a MM is very useful. You can use it to pull from a mob, TP a henchmen from terrain, and recall a teammate. Knockout Blow is for any baddie who gets up in your face. It's also the least needed power in the build. It can be replaced with SS, Maintenance Drone, Rebirth, etc. Equip Robot: 3 of the 4 slots are for the actual MM. The Alpha slot for this build increases Heal by 45%, ACC & End Red by 33%. I chose this Alpha because 6 powers can use the Heal bonus. Hasten and the high global recharge are there to reduce the wait time between buffs. Overgrowth & the Aplha remove the need for Tactics. When you approach a mob: buff, debuff the mob, and then use attacks. Heal as needed. Good luck with the build and have fun. Oh, one more thing - go Eagles! Robot.Nature.mxd
  18. Alessio, what will you be using the character for - mostly? Do you mind putting influence into the character, or are ya on a budget? Do you like the powerset attacks of Robotics/ or would you rather just support the henchmen and team? How do you like to travel in missions, or do you have no preference? For easy reference, here are the Oct 18th ,2022 patch notes concerning Robotics/. 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.
  19. The following build takes the -ToHit debuffs of /Dark and couples it with +Def of the Mercs & actual Mastermind. In other words, the baddies will have trouble hitting you and your henchmen. So, when you approach a mob, you debuff 'em with Darkest Night & Fearsome Stare. That will be enough debuffs on mobs around your level. For the purple-lettered baddies I would use the Dark Servant on them as well. After you debuff, you can then have fun destroying the mob with your other attacks. I'm not sure how you like to travel around the map/mission with your henchmen, so move the slots around for either Speed of Sound & Teleport, or Hover & Teleport. Mind you that Hover gives you a little more +Def to all. Don't forget to keep clicking Serum to buff your henchmen. Good luck with this powerful combo and don't mind the thumbs down on this post, I have some folks that like to harass me on here. Edit: Other than the 1st enhancement, the slots in Equip Mercenary apply to the actual mastermind. This is to help with the duration of mezzes applied to the mastermind. Powers & Gameplay Adjustments Powerset Revamps Mercenaries Burst, Slug, and M30 Grenade Each of these attacks applies a Focused Fire tag on the target for 30s. Each power's tag will increase Mercenary ranged damage by 3.33%, up to a maximum of 10%. Equip Mercenary Henchmen passive resistances have been moved to this upgrade. Equip Mercenary now accepts Resistance sets and enhancements. By slotting this power with resistance enhancements, players will be able to improve the henchmen's passive resistances. Tactical Upgrade This power now grants henchmen passive Ranged and AoE defenses. Now accepts Defense sets and enhancements, will boost henchmen defenses. By slotting this power with defense enhancements, players will be able to improve the henchmen's passive defenses. Serum Power can now only be activated when targeting a mercenary, can no longer be accidentally wasted by targeting a different pet like Dark Servant Power now buffs all henchmen (animation only plays on main target). Recharge reduced from 1000 seconds to 250 seconds. Power no longer has a crash. The power now grants strong defensive and offensive buffs that slowly decay over a one minute window. Henchmen Their entire power repertoire revamped. Powers have been added, adjusted, and replaced. Merc.Dark-OctoKnight.mxd
  20. I'm happy to help out. What I posted is tested and sound. We both know that you will be slotting your Necro/ with what I posted above. Good luck with the Nature Affinity side of the build.
  21. Sounds like you're trying to fit 10 pounds of shit into a 5 pound bag. I advise dropping the Sorcery Pool all-together. Mystic Flight is such a sloppy way to travel and you don't need RoP with proper slotting and set-bonuses. So, it's been established that you should take the 3 Necro attacks. You can slot the native slot with a +ACC at 53% enhancement of the power and be done with it. Or, you can slot the attacks out with damage/defuff procs and try for set-bonuses. My thinking is: if you're going to bother clicking the attacks, why not do some damage/debuffing also? I remember when slotting the Lich, I seriously considered enhancing the mezzes of the guy. I came to the conclusion that his base time of the mezzes was good enough. In the partial build below, I would take out Dark Watcher's Despair from Dark Blast. This proc was placed for PvP. Note that in Gloom, I didn't go with any damage procs. I was chasing set-bonuses. Bazooka don't know.mxd
  22. Thanks all for your feefback. Several good points are made. I suspect many of you will quietly respec your builds with my slotting in mind.
  23. Sir Myshkin, no need to thank me. I try my best to help out the newer players to the class. Now, addressing the quote above. You're going to want to redo your math on the AoE Def of the Mercs. That Superior Command +AoE Def goes wonderfully with the overall Defensive nature of the build. Good catch on the Lady Grey not being the best choice of damage procs for Commando. In my updated rework of your build, I placed it back in Spec Ops. This placement came at the cost of removing more +Res from the henchmen. So, in total, I removed 20% Res from the henchmen. Usually, I would balk at this much Resistance, but considering how much +Def the build has and the availability of Serum - I think the henchmen will be just fine. Its gonna be awesome though having Soulbound Allegiance firing off and the Lady Grey proc'ing for the Spec Ops! Damn, that makes me feel good. So, when do you plan on resecing into this rework of mine? I think you'll see some big improvement in your gameplay. Merc.Cold-Sir Myshkin.mxd
  24. I've looked at 5 or 6 builds posted on this forum. These are all PvE builds. Each build has Chrono Shift slotted incorrectly. The posters of these builds took the best team buff in the set and failed with its slotting. One poster placed a full set of Preemptive Optimization and totally ignored the Heal portion of the power. Thats like taking the wheels off your car and using it as a covered seat in the driveway. I'm going ahead and giving the community two proper ways to slot this fantastic team buff. Click Active Slotting: in the lower left hand corner of Mids' to get both versions. Chrono Shift done right - MM.mxd
  25. Thanks for responding to my question about the power Insulating Circuit. From reading your description about the Merc/Cold build you provided, I can see what you're trying to do with the character. It's amazing how a few sentences accompanying a build can explain so much. I like how you used Force Feedback in the power M30 Grenade. I found this clever how you achieved greater +Rech by spamming the power. I took the build you posted and updated, upgraded, and unfucked it. The updated build should be easier to play all-around. I removed Mystic Flight, Enflame, Rune of Protection, and Soul Storm. To be brief: Mystic Flight is a sloppy way to travel, Enflame is an ineffective power, RoP is not needed with my updated build, and Soul Storm has a slow recharge. I also added ACC to several powers so that they actually hit the intended targets. This is very important. I also +5'ed many enhancements and reworked Commando. You'll see that several stats are improved and Endurance usage from toggles is greatly reduced so that the attacks can be used. The cost of doing all this is that I removed some +Resistance from the actual MM, and 10% Resistance from the henchmen. Merc.Cold-Sir Myshkin.mxd
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