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Lazarillo

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Posts posted by Lazarillo

  1. A-HA!  I think I've found what's wrong, so putting this here for anyone else who experiences the same problem.  It seems that at some point, the tags for some of the categories were changed.  For example, Blaster Sonic powers were changed from just Bright/Dark to Bright Sonic Attack/Dark Sonic Attack/Bright Sound/Dark Sound Wave.  If the game doesn't find the right tags, it won't display the set to be loaded.  Luckily, fixing the tags in Notepad seems to fix things in the game, too.  Hopefully all the tags will turn out to be...intuitive.

  2. Just descriptive sadly. The alpha only gets two skills in addition to the other skills the howlers have, Growl(AoE -dmg -tohit) and Lick Wounds(self heal).

    Okay, I kinda figured just thought I'd be sure.  I appreciate the clarity.

     

    Both lionesses have a Lion's Roar buff tho, which grants +6% defense to your pets for 15 seconds with 60 second cooldown, which isnt really reliable.

    Going /Cold, I've actually been able to get them about 0.25% shy of soft-capped defense with the two shields, Maneuvers, and the set bonuses.  I can push it over with Arctic Fog, but that doesn't have quite the radius of Maneuvers or Supermacy so I sorta fear I might not be able to keep 'em in range as easily.  I was just hoping for an easy-out, mostly.

     

    Where did you find the basic, Train and Tame Beast pet powers? I was looking for that but couldn't find it. Ended up testing to make my own but not sure how accurate mine is.

     

    If you are a beast mm you can right click on the powers for detailed info, if not on the char creation you can hit the i button and hover over the powers.

    In addition to this, since the character creation screen doesn't work for me, it's worth noting that you can view them on any character once you're in-game by putting the power names "hot linked" into the text box.  Go into a mission alone and you can use the Team channel so you're not disturbing anyone and put in [summon Wolves], [Train Beasts], and [Tame Beasts] into chat, and you can see the powers there.  That's how I did it despite not making the character yet.

  3. Now that /Cold for Masterminds got a minimal FX setting, I'm thinking of trying out a Beasts/Cold concept.

    So in the description of Summon Wolves, it says "The third one summoned will be an Alpha Wolf, which grants some leadership bonuses to the pack.", but when I look over the powers in the summon, and in Train Beasts and Tame Beasts, the only thing I see the Alpha getting is a small enemy damage debuff, and a single-target heal.  Is there some other passive trait that the Alpha has that isn't reflected in the power numbers (kinda like Pack Mentality in general)?  Or is that all there is to it and the descriptive text was just always a little inaccurate?

  4. So I realized that Perma-Domination/Hasten and Perma-Venom Blades have about the same thresholds, and that slotted Venom Blades + Kismet means Masterful Throw fires instantly.  These two things combine to completely change my perspective on this set.  It's a very heavily-ranged oriented set rather than kinda melee-ish one that I'd been playing so far (and will prolly continue to, 'cause I'm playing a theme, dammit!); it's going to be doing its best on sets that like hanging back a bit and get more bang for their buck from Perma-Domination, I think.

  5. Water/Energy was the last character I made before the shutdown was announced back in the day, and it worked pretty well; Energy kinda has the advantage that, particularly if you ignore the punches and go for the buffs, it syncs up well with just about anything (and some of the punches, especially the tier 1 Power Thrust, feel like they fit in with the theme of "Tidal Force").

     

    ...only reason I haven't remade that alt is because I had an awesome costume for her that I never saved, and even though I can't remember exactly how it looked, every time I try to redo it, I'm like, "no, that's not right!"

  6. How much of Scirocco do you want to emulate?

     

    Scirocco's "signature" sand moves are just a re-particled version of Tornado, IIRC...not sure power customization will allow recoloring it to the same dark brown (and even then, it won't quite look the same), and which neither Blasters nor Sentinels get.  Blasters can emulate his inclusion of some sword techniques with the Ninja Training secondary.  If you're not trying to do the sword, though, I'd actually say the closest you can get to him would probably be an Earth/Electric/Leviathan Dominator, though (Leviathan and not Mu, ironically, because that gets you Water Spout, which is a Tornado clone).

  7. Are you locked in to the blaster/blapper notion? Several of the Scrapper/Brute/Tanker sets would seem to fit the theme of your character as well. Martial Arts and the weapon sets only have stun or knockdown in them which to me translates more as getting hit so hard you can stand up rather than being a dirty fighter.

    The big reason I liked the Blapper idea was for the "partial mez resistance" aspect.  Most of the melee sets, you just shrug those things off, or if I skip mez protection, get completely locked down.  I'm trying to find a happy medium where I have to acknowledge mez, but one bad hit won't ruin my day.  Blasters' Defiance seems to be only play where mez isn't just all or nothing.

     

    That said, do the click-mez-protection in Super-Reflexes, Shield Defense, and Ninjutsu serve like Break Frees (as in, can you click 'em while mezzed)?  Because if so, I may try exploring that avenue as well.

  8. I've been playing an Ice/Martial, mostly that I intended as a side alt, and it's a lotta fun, to the point that it's been like my 3rd most played character since the game restarted.  I'm not sure there are any particular synergies to the sets, though (someday, Arctic Air will make me happy, but it still drains by Endurance too fast to be super useful).  In terms of power synergy, I think Gravity would actually fit pretty well, as Martial Assault has a lot of cool "trick" powers but very little direct, single target damage, which Lift and Propel could probably make up for.

  9. Well, be the change, yadda, yadda, so I came up with a little something.  Maybe this'll spark some other folks creative juices for C&C?

     

    Decided to go with Energy as the primary because it has the best animations for the t1 and t2 powers (don't like the Nova one as much, but eh, it ain't bad).  With those low-tier powers, I'd probably try to squeeze a KB-to-KD Sudden Acceleration proc into the empty slots, but not into Nova, because Nova not doing KB is a crime against nature.  Figured 20% defense to all positions was a decent enough place since it means one medium purple is a soft-cap, but I might be overestimating its usefulness, not sure there.  Skipped Hasten because "go perma or go home" is kinda my policy on that power.

     

    I'm a little unsure on Power Sink and Lightning Field, too.  PS is nice but isn't going to be a full drain, and I get plenty of Recovery it looks like from Force of Thunder, so it may not be worth the investment.  Dropping Power Sink would let me get a few slots into a few other powers early on, and possibly allow to beef up my defenses slightly more.  Also, I could swap Lightning Field to do End drain instead of damage, but I feel like even then, the ticks aren't strong or fast enough to really synergize when I don't have Electric as a primary, too.  Lightning Field also got slotted up really late because I like my blue bar and I'm not sure I can handle using it much early on, even if I took it early in the build.

     

    With someplace more to start, anyone have any thoughts?

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Blaster

    Primary Power Set: Energy Blast

    Secondary Power Set: Electricity Manipulation

    Power Pool: Teleportation

    Power Pool: Fighting

    Power Pool: Leaping

    Power Pool: Speed

    Ancillary Pool: Force Mastery

     

    Hero Profile:

    Level 1: Power Bolt -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(7), Rui-Dmg/Rchg(9), Rui-Acc/EndRdx/Rchg(15), Rui-Acc/Dmg/Rchg(37), Empty(48)

    Level 1: Electric Fence -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(19), Dcm-Acc/Dmg/Rchg(37), Dvs-Acc/Dmg/EndRdx/Rchg(46)

    Level 2: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/Rchg(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(46)

    Level 4: Power Blast -- Rui-Acc/Dmg(A), Rui-Dmg/EndRdx(5), Rui-Dmg/Rchg(7), Rui-Acc/EndRdx/Rchg(15), Rui-Acc/Dmg/Rchg(34), Empty(48)

    Level 6: Lightning Field -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(19), Mlt-Dmg/Rchg(43), Mlt-Acc/EndRdx(43), Mlt-Acc/Dmg/EndRdx(43), Mlt-Dmg/EndRdx/Rchg(48)

    Level 8: Teleport Foe -- Acc-I(A)

    Level 10: Havoc Punch -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(46)

    Level 12: Aim -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(17)

    Level 14: Teleport -- Jnt-EndRdx/Rng(A)

    Level 16: Build Up -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(17)

    Level 18: Long Range Teleport -- EndRdx-I(A)

    Level 20: Force of Thunder -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(21), Stp-Acc/EndRdx(21), Stp-Stun/Rng(23), Stp-Acc/Stun/Rchg(23), Empty(50)

    Level 22: Boxing -- Acc-I(A)

    Level 24: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(25), ImpArm-ResDam/EndRdx(42)

    Level 26: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), GifoftheA-Def/EndRdx/Rchg(27), GifoftheA-Def/EndRdx(42)

    Level 28: Thunder Strike -- Mlt-Dmg/EndRdx/Rchg(A), Mlt-Acc/Dmg(29), Mlt-Dmg/EndRdx(29), Mlt-Dmg/Rchg(31), Mlt-Acc/EndRdx(31), Mlt-Acc/Dmg/EndRdx(40)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def(50)

    Level 32: Nova -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)

    Level 35: Power Sink -- EffAdp-EndMod/Acc/Rchg(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/EndRdx(36), PrfShf-EndMod/Rchg(36)

    Level 38: Shocking Grasp -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(39), TchofDth-Dmg/Rchg(39), TchofDth-Acc/Dmg/EndRdx(39), TchofDth-Dmg/EndRdx/Rchg(40), TchofDth-Dam%(40)

    Level 41: Personal Force Field -- LucoftheG-Rchg+(A)

    Level 44: Temp Invulnerability -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam/EndRdx(45)

    Level 47: Super Speed -- Clr-Stlth(A)

    Level 49: Recall Friend -- EndRdx-I(A)

    Level 1: Brawl -- Acc-I(A)

    Level 1: Defiance

    Level 1: Prestige Power Dash -- Empty(A)

    Level 1: Prestige Power Slide -- Empty(A)

    Level 1: Prestige Power Quick -- Empty(A)

    Level 1: Prestige Power Rush -- Empty(A)

    Level 1: Prestige Power Surge -- Empty(A)

    Level 1: Sprint -- Run-I(A)

    Level 2: Rest -- RechRdx-I(A)

    Level 4: Ninja Run

    Level 2: Swift -- Run-I(A)

    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(50)

    Level 2: Hurdle -- Jump-I(A)

    Level 2: Stamina -- EndMod-I(A), EndMod-I(42)

    Level 50: Cardiac Core Paragon

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 0: Portal Jockey

    Level 0: Freedom Phalanx Reserve

    ------------

     

     

     

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  10. I've just been leveling one, and was surprised to learn that Nightfall isn't in the Blaster version.  That's a lovely cone for Defenders...I hope some other aspect of the Blaster set makes up for losing that.

    I feel like the Hold component in one of the ST attacks makes up for a lot.  Also worth noting that Blasters can get Night Fall in Soul Mastery, for what it's worth (and a second helping of Tenebrous Tentacles, at that).

  11. To my knowledge, Burn is like Lightning Rod in that, yes, its damage is increased by Fury, but, it also has a lower damage "cap" due to its pseudo-pet status.  ED-limit damage slotting + 50% Fury will get it 3/4 of the way to cap as is, while that same amount will get you to less than half the max potential damage for your other damaging powers.

  12. So ever since doing Graham Easton's arc and having the whole bit with the honor duels, and such, I've been trying to come up with an idea for what sets I think would be best suited to a sort of honorable warrior type.  The big kicker is mez stuff.  An honorable warrior shouldn't have to fear being locked down, but shouldn't completely negate an enemy's ability to do so, nor be doing it to an enemy.  This rules out...most ATs, but Blasters have that cool funky semi-mez resistance in Defiance that suits them.  An honorable warrior should also willing to fight toe-to-toe, since that's what most enemies like to do.  That means primarily a Blapper.  And when I think of the Blappiest of the Blappers, I immediately think of /Electric as a Secondary.

     

    ...beyond that, though, I'm kinda stumped.  I know I also need the 1st and 2nd tier primary powers, and I kinda want a PBAoE nuke as well.  I'm sorta leaning between Energy (with some KB-to-KD, probably), Psi, or Sonic, but I'm not sure which between them.  I'm also completely lost on how to slot such a character when there are so many critical powers (pretty much everything from /Electric is on the must-have list), while also probably needing at least a few moderate defenses.

     

    Anyone have any experience with a build like this (whether you played it for the same reasons I'm looking at it or not) and care to chime in?

  13. This is still the case.  Defiance allows you to use your t1 and t2 primary powers, and your t1 secondary even when mezzed, and every damaging primary and secondary power comes with a small, somewhat variable damage buff that stacks as you attack more often.  The duration of each buff is around 8-11 seconds, and depends on the animation time of the power, while the amount buffed is anywhere from about 2%-10% and dependent on the total potential damage of the attack (so AoEs only do a smaller buff).

    • Thumbs Up 1
  14. Yes.  Interface is set up to proc in any of your powers that can accept damage enhancements, essentially.

     

    As for which is better, it might depend a bit.  Paralytic also debuffs damage, IIRC, so it can help a bit if your pets are fragile-ish.  However, if they survive pretty well, and you want to wreak some more havoc, you can go Reactive.

  15. A "bad" Mastermind set is like, I dunno, a "bad" winning lottery ticket.  Sure, you might not be set for life, but it's still a pretty good thing.  Mercs can handle just about anything you throw at 'em, just maybe not as well as bots or demons.

  16. I believe a GM/Admin on Discord commented that this bug only occurred if you had the MM pet out before you slotted the enhancements, IE in order for the enhancement to "take" you needed to resummon your pets. In other words, the GMs believe this bug isn't real.

    Well, that seems easy enough to test, so I did.  Made a new MM, took 'em to the tutorial.  After getting to level 2, here were the results.

     

    * Level 2 Punk (unenhanced) vs. Level 1 Neo-Shivan: Punk shoots Shivan with their Pistol for 12.85 points of lethal damage!

    * Level 2 Punk with Clockwork Efficiency slotted immediately vs. Level 1 Neo-Shivan: Punk shoots Shivan with their Pistol for 12.85 points of lethal damage!

    * Level 2 Punk with Clockwork Efficiency slotted and then resummoned vs. Level 1 Neo-Shivan: Punk shoots Shivan with their Pistol for 14.57 points of lethal damage!

    * Level 2 Punk with Clockwork Efficiency trashed immediately vs. Level 1 Neo-Shivan: Punk shoots Shivan with their Pistol for 14.57 points of lethal damage!

     

    So yeah, it seems the GM was correct and enhancements apply on the pets at the time they're summoned.  If slotting changes after they're out, they just need to be dismissed and called again and all will be well.  And I can make this experimental character more permanent, along with a few other Mastermind plans.

     

    Incidentally, how's Thugs/Traps?

  17. I've found that Hurl's ability to drop fliers is situational.  You just don't find them that often.

    Not to mention one of the most common ones (Longbow Eagles) are immune to -fly anyway (I'd assume the same is probably the case for Rikti Drones, which are the other main source of flying enemies that I can think of).

  18. Right now, the consensus is that there's a bug preventing enhancements slotted into Pet powers from actually enhancing the powers of the Pets themselves.  If memory serves, this bug would reappear every so often after an Issue update while Cryptic/Paragon Studios were handling things.

    Well, that's a bummer.  Guess I'll hold off on any more MMs for the time being.

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