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tidge

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Posts posted by tidge

  1. I was an initial backer of the City of Titans... for most of the sentimental reasons that have been written. Also like others have written: I long ago gave up on the project. I've never installed a single piece of software that was offered as part of my initial Kickstarter pledge. In my case it was less about the slow pace of progress, it was that the early focus seemed to be entirely on the graphics... especially the costume options... and trying to make a highly detail (graphics-wise) world. I specifically remember reading in one of the updates how the dev team was trying to adapt true (Planet Earth) surface scans into terrain features for the game world. This struck me(*1) as a blatant time-sink... especially (IIRC) as this was after a decision in the choice of the underlying graphics engine.

     

    (*1) Full disclosure: I spent many years as a project manager on multiple software projects... yes, for those of you in the business, that guy. Every project has its own unique ways of going off the rails, but letting programmers spend more than 5% of their time on "experimenting" has always been an incredible time-waster. I'm not anti-creativity, my approach was to tolerate creativity in the pursuit of satisfying actual requirements. AFAIK the Phoenix Project was almost entirely passion-based as opposed to being target-based. The initial updates struck me as completely reasonable.

     

    EDIT: I didn't find out about Ship of Heroes until much later. What struck me as most interesting about that project was that they explicitly wanted to have a reason why players couldn't leave a zone.... aka "War Walls". I thought that was a fine solution to a grumpy complaint about wanting to get past the zone walls in CoX.

    • Like 2
    • Thumbs Up 1
  2. Nothing to do with JE or Statesman...

     

    One side observation of my own: CoX was so immune to the South Korean style of factory play that "Inf Sellers" could barely make their presence known in-game during Live. There was no practical need to buy Inf... especially with Veteran Rewards, which made the repeated play incredibly bearable. The subscriber model as implemented, for all purposes negated the need for micro-transactions. I'm sure this rubbed NCSoft the wrong way, in multiple dimensions.

     

     

    • Thumbs Up 1
  3. 18 hours ago, Crysis said:


    You say bug I say MM buff.

     

    Actually makes me wonder what other ways I can leverage this buff.

     

    I always try to slot it in the T1 henchmen. My thinking is that (when triggered) it can help with the level shift that has them fighting uphill.  I want to say that I have at least one non-MM character where I included it (probably a Crabbermind) for similar reasons. The T2 Disruptors are probably the best place for this piece as they have more attacks than the T1 Spiderlings. I want to say that I have also slotted it in Fire Imps, just because.

  4. 6 hours ago, Verfall said:

    My memories fuzzy, but I believe the breaking point for most of us was, after reducing defensive numbers across the board and saying there was going to be "no  more nerfs" we got handed ED. As an Invul tank, we went from herding maps to anything non-SL hurting a ton. Did we need reigning in? In hindsight, of course. But at the time we went from gods to street level practically over night.

     

    I feel what is being written, but that doesn't line up with my own feelings as a Day 1 Invulnerability Tanker. If anything it was the aggro change that hit "herding maps". I will sympathize that pre-ED it was possible to over-exaggerate the core attributes of any AT. My own feelings regarding pre-ED for my Tanker was pretty much: "It looks like those Scrappers are shaming me!"

     

    That Day 1 Tanker of mine was Invulnerability/Energy Melee, so the changes to the secondary certainly (and to some extent ED) hurt me in all sorts of places. With that character, I took a peculiar and limited joy in applying long-lasting stuns to all sorts of enemies... even if they would zip away at Mach 5.

  5. 16 hours ago, SeraphimKensai said:

    Oh the days of Unyielding rooting you in place, forcing all of us early Invuln tanks to use teleport, or detoggle our mez protection to run around.

     

    I have a vague memory that Stateman (the PC) also had ranged attacks, which were not really a thing for Tankers at Launch. Between that an Unyielding, as an Invuln Tanker from Day 1, it felt like Dev "cheating" for their PCs in ways that were not as immediately obvious with the rest of the big names. It's sort of like in the more modern era, Penny Yin has access to an obvious pet that players can't access... although that bothers me not-at-all.

  6. The real reason to slot Maintenance Drone is IMO for Recharge (and enhancement set bonuses). I would absolutely take Repulsion bolt for the -Resistance. I think you also ought to be taking the Primary attacks for the same reason. I would probably only slot Repulsion Bolt with a KB->KD and 50+5 or Superior Acc/Dam/End piece (I don't think there is an option for just Acc/End).

     

    Dampening Bubble can hold some Defense globals, so don't skip it out of spite.

  7. 10 hours ago, biostem said:

    I've generally taken to playing a melee AT or a Sentinel, in part due to their ability to lead a team from the front.  Given that playstyle, what kind of Blaster could fill a similar role?  Please note that I am not looking for some build that can pull this off only after spending large sums on IOs and I'd prefer they not rely too heavily on Incarnate abilities.  Thanks for reading! 

     

    My hot take: Spending on Enhancements (for a Blaster) is to do these things for a Blaster who wants to be seen as a "team leader"

    • High global recharge, to AoE and aggro lots of enemies
    • High defenses to survive the above

    Mileage may vary, but if Very Rares are off the table, here is what I would go for:

    • The Teleportation pool, to quickly get teammates around zones...
    • ...especially Combat Teleport, to get to where your melee buddies are (use macros for self-positioning)
    • I would pack debuffs, particularly AoE -resistance. A stronger single-target debuf for GMs/AVs is appreciated... you can do this through relatively inexpensive slotting and power pools choices.

    Ultimately it is going to be about Quality-of-Life for your teammates.

    • Thumbs Up 2
  8. 55 minutes ago, Ghost said:

    Not sure why you are struggling to understand his point.


    Quit focusing on the AFK part.  It’s the part about NOT CONTRIBUTING that he is referencing.

     

    He is saying that since you are OK with people earning rewards for no effort, you should have no problem with him joining your team.  You do all the work, while he sits back and reaps the benefits.

     

     

    The thread title isn't about players not contributing to teams it is about ToT leeching. These are not the same, as described in this thread.

    • Haha 1
  9. If a player is following a team into missions, then they literally are not being AFK. It is a mental stretch to equate a team member not contributing in every mission (and somehow getting into all of them) with the behavior attributed to MMs parking henchmen in the PI parking lot.

  10. 19 minutes ago, Ghost said:

    You’re missing the point of what he is offering.

    He is saying invite him, so he can do nothing and get rewards, while you do all the work.


    Just like the AFK MMs 

     

     

    An AFK MM won't be able to get into a mission and get rewards if I don't invite them. How is this situation analogous to a player that doesn't join a ToT league?

  11. 10 hours ago, Clave Dark 5 said:

    You're deflecting from what I'm saying.  I never said "open world."  As I've detailed before, please call me next time you start a mission - farm, story arc, AE mission, etc. - and let me come along, I can bring an MM.  Pretend you can't get rid of me while I stand around with my pets set for Aggressive, maybe I'll auto fire a heal or something...  You won't do this of course because that's allowing me to reap from some of what you sow, or "leeching."

     

    If in invite a player on a mission arc, which is giving me pretty much all the agency... which is not nearly as applicable to what the title of this thread implies. But hey, if the MM wants to join an Aaron Thiery arc and knock out cell doors to help me get doorbuster they are welcome!

  12. 8 hours ago, Clave Dark 5 said:

    I don't think it is possible to demonstrate regular "XP harm", even if it is possible to imagine "hypothetical XP harm."

     

    I could turn that around (not possible to prove it either way), but fair point.  How about those drops though, recipes?  The occasional purple?  I am still offering again to come shadow you through your game play to demonstrate this effect but sadly no one's taking the suggestion!  😃

     

     so this feels to me like a "get away from my always-restocked fishing hole" situation.

     

    Well... maybe don't skip over issues I've covered above (again) and you might have a better understanding of the viewpoint.

     

    "Shadowing" me in open world zones is going to have a negligible effect on "occasional purple recipe drops". I can't think of a single time when I've gotten a Purple (or PVP) from open-world defeats. I fight a large number of even-con critters when cleaning up Kings Row and Croatoa too. Most of those spawns are minions, so if you want to go ahead and clean them up for me (and reset the events) don't wait... just go and defeat them yourself please! Set yourself up as a multi-box in those spawn areas (pick Grim Vale in Croatoa) to get that "AFK feeling".

     

    Nearly all my Purple/PVP drops come from running solo missions at x8, with occasional (PVP) drops from low-level teamups. My crude estimates are that it takes about one hour of "defeating all"  (solo) fully-stocked (x8) 'regular' missions to have a 50-50 chance of getting a Purple (or a PVP) recipe. I mention this because while (actively!) playing in a PI league I get very few recipe drops relative to what I get solo even when there are no 'leechers'. I saw someone say they got a Purple Drop, so it isn't out of the realm of possibility... but such a drop is already highly improbable.

     

    The demand for actions seem to come from a place of entitlement, I'm not skipping over any rationalization; I am recognizing that this level of upset from "X is more entitled to fight enemies at spot N than anybody else."

     

    If the ToT leagues would move to different places these "issues" wouldn't exist.

  13. 1 hour ago, NiteCloak said:

     

    That's an expensive build.  I noticed +5 on set IO's.  I didn't even know you combine Set IO's?

     

     

    I didn't mean to cause sticker shock!

     

    There are different strategies for ATO/Very Rare/Winter ownership. I used to simply market to get them but I have a glut of merits so they are often used. My SG base has accumulated plenty of catalysts as well as attuned PVP and other commonly used pieces that came as drops or converter roulette. I typically use the attuned PVP pieces until I can swap in level 50s (which get boosted). If you play enough content you will accumulate PVP recipes and merits long before level 50. If you keep playing at level 50, you will accumulate Catalysts.

     

    I usually force the new character to pay for its own boosters and common IOs. I'm all over the place when it comes to "where do HamiO/DSyncs come from?" in any given build... could be I earned and kept them, could be I bought them. My market habits have become "wasteful" in terms of Inf and Merits, but that's me. ¯\_(ツ)_/¯

     

    Generally: before level 50 I am using leftover Overwhelming Force or attuned PVP sets until I lean into the Very Rare pieces. I see the main advantages of the Very Rare sets as being the (commonly occurring 4- and 5-piece) global bonuses to Accuracy and Recharge... plus they way they exemplar down. Almost all AT play better with these Global bonuses, but I can only think of one character in my stable (a War Mace Scrapper) that felt like it has painfully slow until the Very Rare Global Recharge helped the attack chain.... most ATs can play just fine without them.

     

    1 hour ago, SeraphimKensai said:

    Very rare and PvP IOs should never be attuned via a catalyst because they already work down to lvl 10, so +5 boosting them is the only logical choice.

     

    Just repeating myself: PVP recipes will drop at all levels, so I typically craft and attune these at whatever level. The attuned ones can be slotted very early in a career and will level up with the character, as @Frozen Burn wrote. It is easy to pull those out of a build during a respec or simply with unslotters. As was written above, the Auction House can be used to 'convert' to/from attuned, for a price.

    • Thumbs Up 1
  14. Here is my Water/Nature Corruptor.

     

    I wouldn't say it is the greatest possible build, but I found myself trying to thread many different needles with respect to enhancement set choices and power picks.

     

    Spoiler

    Level 50 Science Corruptor

    Primary Power Set: Water Blast

    Secondary Power Set: Nature Affinity

    Power Pool: Speed

    Power Pool: Sorcery

    Power Pool: Concealment

    Ancillary Pool: Dark Mastery

     

    Villain Profile:

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

    Level 1: Corrosive Enzymes         

     (A) Accuracy IO: Level 50+5

     

    Level 1:                 Hydro Blast        

     (A) Superior Malice of the Corruptor - Accuracy/Damage: Level 50

     (*) Superior Malice of the Corruptor - Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Accuracy/Damage/Endurance/Recharge: Level 50

     (*) Superior Malice of the Corruptor - Recharge/Chance for Negative Energy Damage: Level 50

     

    Level 2:                 Water Burst       

     (*) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

     (*) Javelin Volley - Chance of Damage (Lethal)

     (*) Bombardment - Chance of Damage (Fire)

     (*) Positron's Blast - Chance of Damage(Energy)

     (*) Impeded Swiftness - Chance of Damage(Smashing)

     (*) Force Feedback - Chance for +Recharge

     

    Level 4:                 Mystic Flight      

     (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50+5

     

    Level 6:                 Whirlpool           

     (A) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50+5

     (*) Tempered Readiness - Endurance/Recharge/Slow: Level 50+5

     (*) Ragnarok - Damage/Recharge: Level 50+5

     

    Level 8:                 Arcane Bolt        

     (A) Apocalypse - Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50+5

     (*) Apocalypse - Accuracy/Recharge: Level 50+5

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Apocalypse - Chance of Damage (Negative): Level 50

     

     

     

    Level 10:              Regrowth           

     (A) Panacea - Hea/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance: Level 50+5

     (*) Panacea - Endurance/Recharge: Level 50+5

     (*) Panacea - Heal/Endurance/Recharge: Level 50+5

     (*) Panacea - Heal: Level 50+5

     

    Level 12:              Dehydrate         

     (A) Superior Scourging Blast - Damage/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - Accuracy/Damage/RechargeTime: Level 50

     (*) Touch of the Nictus - Accuracy/Healing

     (*) Touch of the Nictus - Healing

     (*) Touch of the Nictus - Chance for Negative Energy Damage

     

    Level 14:              Wild Growth     

     (A) Unbreakable Guard - Endurance/RechargeTime

     (*) Unbreakable Guard - RechargeTime/Resistance

     (*) Unbreakable Guard - Resistance/Endurance/RechargeTime

     (*) Unbreakable Guard - Resistance

     (*) Doctored Wounds - Heal/Endurance/Recharge: Level 50+5

     

    Level 16:              Enflame              

     (A) Superior Frozen Blast - Damage/Endurance: Level 50

     

    Level 18:              Tidal Forces       

     (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

     (*) Recharge Reduction IO: Level 50+5

     

    Level 20:              Wild Bastion      

     (A) Preventive Medicine - Heal

     (*) Preventive Medicine - Heal/Endurance

     (*) Preventive Medicine - Endurance/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime

     (*) Preventive Medicine - Heal/RechargeTime/Endurance

     (*) Preventive Medicine - Chance for +Absorb

     

    Level 22:              Steam Spray      

     (A) Superior Scourging Blast - Accuracy/Damage: Level 50

     (*) Superior Scourging Blast - Damage/Endurance/RechargeTime: Level 50

     (*) Superior Scourging Blast - RechargeTime/PBAoE +End: Level 50

     (*) Touch of Lady Grey - Chance for Negative Damage

     (*) Javelin Volley - Chance for Lethal Damage

     (*) Positron's Blast - Chance of Damage(Energy)

     

    Level 24:              Spore Cloud      

     (A) Endurance Reduction IO: Level 50+5

     

    Level 26:              Geyser

     (A) Annihilation - Accuracy/Damage

     (*) Annihilation - Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/RechargeTime

     (*) Annihilation - Accuracy/Damage/Endurance

     (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime

     (*) Annihilation - Chance for Res Debuff

     

    Level 28:              Infiltration          

     (A) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Luck of the Gambler - Recharge Speed

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Kismet - ToHit +6%

     (*) Blessing of the Zephyr - Knockback Protection (4 points)

     (*) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

     

    Level 30:              Overgrowth      

     (A) Adjusted Targeting - Endurance/Recharge: Level 50+5

     (*) Adjusted Targeting - Recharge: Level 50+5

     

    Level 32:              Rune of Protection         

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     (*) Steadfast Protection - Resistance/+Def 3%

     

    Level 35:              Dark Consumption         

     (A) Recharge Reduction IO: Level 50+5

     (*) D-Sync Conduit (EndMod/Recharge): Level 53

     (*) D-Sync Drain (EndMod/Accuracy): Level 53

     (*) Obliteration - Chance for Smashing Damage

     (*) Eradication - Chance for Energy Damage

     

    Level 38:              Hasten 

     (A) Recharge Reduction IO: Level 50+5

     (*) Recharge Reduction IO: Level 50+5

     

    Level 41:              Dark Embrace   

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance

     (*) Unbreakable Guard - Resistance/Endurance

     (*) Unbreakable Guard - Endurance/RechargeTime

     

    Level 44:              Soul Drain           

     (A) Armageddon - Chance for Fire Damage: Level 50

     (*) Armageddon - Accuracy/Recharge: Level 50+5

     (*) Armageddon - Accuracy/Damage/Recharge: Level 50+5

     (*) Armageddon - Damage/Recharge: Level 50+5

     (*) Armageddon - Damage/Endurance: Level 50+5

     (*) Eradication - Chance for Energy Damage

     

    Level 47:              Grant Invisibility              

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Stealth 

     (A) Luck of the Gambler - Recharge Speed

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Scourge               

     

    Level 1: Sprint   

     (A) Quickfoot – Endurance/Running Speed: Level 50+5

     

    Level 2: Rest      

     (A) Empty

     

    Level 4: Ninja Run           

     

    Level 2: Swift     

     (A) Flight Speed IO: Level 50+5

     

    Level 2: Health  

     (A) Miracle - +Recovery

     (*) Panacea - +Hit Points/Endurance

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina               

     (A) Performance Shifter - Chance for +End

     (*) Performance Shifter - EndMod

     

     

     

     

     

    • Like 1
  15. 8 hours ago, Clave Dark 5 said:

    Their pets fire at whatever gets nearby, not only minions.  And please don't characterize this as "how MMs play" in the first place, because you're suggesting every person who plays an MM plays this way (not true), and it's also not a related topic.

     

    I'm extremely far down the list of believing that there is a single play style for any AT (or player). I personally play a very engaged MM, I witness other MM players who are clearly not AFK but play very differently. For some content, my "most active" MM will become rather passive (zone invasions, mothership raids) because the henchmen AI is better at targeting enemies than I am!

     

    8 hours ago, Clave Dark 5 said:

    Now listen: one of the leeches that I kept reporting would often have what I would assume were alt account characters (they were all members of the same SG, all) parked up in the AE building; usually four of them.  My guess is they were on the team with the MM down in the parking lot (who wasn't in league), and were leveling up and catching drops without doing a single thing, while the MM below let his pets do the work.  Meanwhile, I was down there clicking doors and targeting mobs, rezzing others and serving as anchor - even with one of my MMs.  Now tell me who was doing real work and who was leeching.  Exploits are expressly disallowed in the rules.

     

    Those characters (multi-boxing?) would have gotten better XP and drops by simply going into the AE and running a farm. Even with a single MM's 6 henchmen getting kill credits from Murder Motel spawns, they aren't getting most (or even very much) of the XP... assuming that the players clicking on doors are actually doing damage to the TRICK spawns. The Bosses/Elite Bosses may or may not affect the XP math (compared to a straight AE farm) but I doubt that henchmen from an "AFK MM" are specifically shifting attention to focus fire on elite bosses.

     

    This past season I anchored a few teams at the PI motel, and occasionally the XP-per-unit-time was carp... even with everyone on my team clicking doors. I don't think it is possible to demonstrate regular "XP harm", even if it is possible to imagine "hypothetical XP harm." When I regularly see multiple characters in the league gaining 20+ levels in a sitting, I am having a hard time seeing how much any non-league player is actually hurting league players.

     

    I understand the feeling that someone else appears to be taking advantage of a situation that some "in-group" of people are already taking advantage of... and so this feels to me like a "get away from my always-restocked fishing hole" situation.

    • Thanks 1
  16. 42 minutes ago, srmalloy said:

    You're missing the point; the objection is directly over none of these things, and only peripherally over XP leeching. The people parking AFK MMs in the middle of the murder motel are earning XP off the efforts of the other players in the courtyard without contributing. They're earning XP from attacking mobs that would not be there without other players knocking on the doors. Park an MM all by themselves in the middle of the courtyard and go AFK, and they get nothing; there are no spawns for their pets to attack, because no one is knocking on doors.

     

    If a players is truly AFK, they will get logged out from the open world zone. Otherwise it can be very hard to tell if the player really is AFK or just playing their MM in a very disengaged way. The MM subforum has no shortage of players recommending against MM powers that require active play. That is: very few attacks, spamming things like Twilight Grasp, etc.

     

    My point stands:

    1 hour ago, tidge said:

     Any MM that can AFK solo the level 54s at 'Murder Hotel' can do much better (in terms of XP, reward drops, Inf) from other content... so as far as I'm concerned such a player is basically gimping themselves more than they are possibly hurting a league.

     

    A disengaged Mastermind is, at best, insta-killing the minions. They won't be directly engaging with the 'highest reward' enemies, certainly not at the level of more active players. XP and Inf is proportional to the amount of damage done. The only thing I see a disengaged (again, can't really call them AFK in an open zone) MM's squad of henchmen impacting might be is the reward drop rate, but AFAIK who gets drops is affected by teams... again AFAIK, drop rates for defeating spawns are spread among team members not by rando damage by a solo player.

     

    This hypothetical 'AFK MM' is missing out on GM Merits and TREAT rewards. I don't see this as something to get that upset about. If anything, multiple henchmen have a bigger effect on FPS than on XP.

     

    EDIT: Let's not kid ourselves that Murder Motel in Peregrine was chosen because it adds some arbitrary level of difficulty or 'extra engagement' that makes it more deserving of a certain style of play. It's literally the easiest place for teams (with a level 50) to ToT:

    • many doors, with easy lines-of-sight
    • hospital is right across the street
    • it's in a zone that allows 50s (with or without Incarnate powers) to click doors
    • It's close to zone travel options (helipad, base portal, to some extent travel from TUNNEL, Ferry, Ouroboros can all be risk free)

     

    At some level this feels to me like a complaint that 'someone else is taking advantage of the thing I want to take advantage of'. If the MM really wants to defeat mobs (for better rewards, XP and INF) and be truly AFK the AE is literally just behind the PI motel.

     

    Obviously the answer is to move ToTing to a PVP zone, and allow player kills of those who are judged to be playing in a completely inactive way.

    • Thumbs Down 1
  17. On 11/2/2023 at 10:52 PM, Without_Pause said:

    One slot Tar Path. 6-Slot Fearsome Stare with Cloud Senses. Slot Night Fall for Damage. One example would be to 5-slot Positron's Blast with skipping the D/R and then sticking a Annihilation: -Res proc for the 6th spot. You could swap in the -Res proc into Howling Twilight as well, and instead for Night Fall do another damage proc or the Ragnarok: Chance for KD for even more mitigation.

     

    This is the (level 50) slotting I like for Howling Twilight (which should be spammed). The %Energy could be %Fire, depending on taste.

     

          Howling Twilight              

     (A) Positron's Blast - Chance of Damage(Energy)

     (*) Javelin Volley - Chance of Damage(Lethal)

     (*) Absolute Amazement - Stun/Recharge: Level 50+5

     (*) Absolute Amazement - Accuracy/Stun/Recharge: Level 50+5

     (*) Ragnarok - Accuracy/Recharge: Level 50+5

     (*) Ragnarok - Damage/Endurance: Level 50+5

     

    A note about %damage: You will need Accuracy and ToHit to get the most out of %procs. I try to get a mix of Global Accuracy as well as slotting Accuracy in the %proc the powers as well.

    I use Shadow Fall to get the Kismet +ToHit piece slotted too, because it is almost always toggled on. Here is my typical slotting:

     

              Shadow Fall       

     (A) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense/Endurance: Level 50+5

     (*) Kismet - Accuracy +6%

     (*) Steadfast Protection - Knockback Protection

     (*) Steadfast Protection - Resistance/+Def 3%

     (*) Luck of the Gambler - Recharge Speed: Level 50

     

    I slot Fearsome Stare as follows, to get more %damage in it. Dark Servant just gets the four pieces of Cloud Senses.

     

             Fearsome Stare               

     (A) Cloud Senses - Chance for Negative Energy Damage

     (*) Cloud Senses - Accuracy/Endurance/Recharge

     (*) Cloud Senses - Accuracy/ToHitDebuff

     (*) Cloud Senses - Accuracy/Recharge

     (*) Glimpse of the Abyss - Chance of Damage(Psionic)

     

     

     

  18. 18 hours ago, Fireknight013 said:

    If you're a Mastermind, and you're not actively commanding your pets throughout a battle, what are you doing?  Because you're not controlling your primary means of attack and defense.  Don't get me wrong, since we just got off of ToT, I have seen plenty of instances where a MM pet just set on aggressive can be effective.  When enemies are everywhere, who cares that one of your minions is just popping away at a zombie instead of concentrating firepower on the Arisen Mummy.....unless that Arisen is attacking me, that is.

     

    I have my own peeve about calling henchmen (which can be controlled) pets (which cannot be controlled like henchmen) 🙂

     

    I'm dropping traps, debuffing the hard targets, and casting AoE at those x8 spawns, or to draw more aggro to me. Basically: I'm usually facing so many different enemies at once that directing the henchmen at specific targets would be inefficient.

     

    My MMs will leave bodyguard mode, but only when:

    • An enemy has run away and I want it chased down... 'attack my target' (either the T1s or T2s get this job)
    • I'm fighting large spawns of even-con scrubs... because I am so far past the 'defense softcap'.... 'aggressive mode'
    • I need some fraction of the henchmen to take the alpha strike... 'attack my target'
    • When I'm facing multiple AV/GMs at once, I will usually try to make sure that fire is being focused on only one of the enemies at a time. Often I have to do this through repositioning the henchmen, because dropping out of bodyguard mode can be dangerous... 'goto' or directing the T3 only to focus on 'attack my target'.
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  19. Here is the build I use for my 'enemies seem to be having a lot of trouble pulling themselves together' build I mentioned above. I definitely wanted an 'enemies seem to fall down a lot', but I felt there was only so far I could go with that without picking a set full of attacks that do knockback... hence the choice of a Mind/Poison/Primal Controller with some Force of Will for extra knockdown. There are of course P2W Grenades and Plasmatic Tasers.

     

    This is possibly my most %proc-tastic build; which is important to being able to solo large spawns. IIRC, the leveling up build roughly followed what the final build was. Folks experienced with the control powers and debuffs can probably figure out which ones don't need to be heavily slotted while leveling.

     

    Spoiler

    Primary Power Set: Mind Control

    Secondary Power Set: Poison

    Power Pool: Fighting

    Power Pool: Force of Will

    Power Pool: Concealment

    Ancillary Pool: Primal Forces Mastery

     

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

    Level 1:                 Levitate              

     (A) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50+5

     (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50+5

     

    Level 1:                 Envenom            

     (A) Shield Breaker - Chance for Lethal Damage

     (*) Shield Breaker - Defense Debuff

     (*) Shield Breaker - Accuracy/Defense Debuff

     (*) Shield Breaker - Defense Debuff/Endurance/Recharge

     (*) Touch of Lady Grey - Chance for Negative Damage

     

    Level 2:                 Dominate           

     (A) HamiO:Nucleolus Exposure (Accuracy/Damage) Level 53

     (*) HamiO:Peroxisome Exposure (Damage/Mezz) Level 53

     (*) Ghost Widow's Embrace - Chance of Damage(Psionic)

     (*) Neuronic Shutdown - Chance of Damage(Psionic)

     (*) Gladiator's Net - Chance of Damage(Lethal)

     (*) Apocalypse - Chance of Damage(Negative): Level 50

     

    Level 14:              Weaken Resolve            

     (A) HamiO:Lysosome Exposure (Accuracy / -Defense / -ToHit) Level  53

     (*) Touch of Lady Grey - Chance for Negative Damage

     

    Level 6:                 Confuse              

     (A) Coercive Persuasion  - Confused: Level 50+5

     (*) Coercive Persuasion  - Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Confused/Recharge: Level 50

     (*) Coercive Persuasion  - Accuracy/Recharge: Level 50

     (*) Coercive Persuasion  - Confused/Endurance: Level 50+5

     (*) Coercive Persuasion  - Contagious Confusion: Level 50

     

    Level 8:                 Mass Hypnosis

     (A) Fortunata Hypnosis - Accuracy/Recharge: Level 50

     (*) Fortunata Hypnosis - Sleep/Endurance: Level 50+5

     (*) Fortunata Hypnosis - Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50

     (*) Fortunata Hypnosis - Chance for Placate: Level 50

     (*) Call of the Sandman - Chance of Heal Self

     

    Level 10:              Boxing 

     (A) Gladiator's Strike - Accuracy/Damage: Level 50+5

     

    Level 12:              Mighty Leap      

     (A) Blessing of the Zephyr - Knockback Reduction (4 points)

     

    Level 14:              Wall of Force    

     (A) HamiO:Centriole Exposure (Damage/Range)Level  53

     (*) D-Sync: Guidance (Accuracy/Range) Level 53

     (*) Positron's Blast - Chance of Damage(Energy)

     (*) Bombardment - Chance of Damage(Fire)

     (*) Javelin Volley - Chance of Damage(Lethal)

     (*) Explosive Strike - Chance for Smashing Damage

     

    Level 16:              Elixir of Life       

     (A) Gladiator's Armor - TP Protection +3% Def (All)

     

    Level 18:              Total Domination           

     (A) Superior Will of the Controller - Accuracy/Mezz: Level 50

     (*) Superior Will of the Controller - Mezz/Recharge: Level 50

     (*) Superior Will of the Controller - Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance: Level 50

     (*) Superior Will of the Controller - Accuracy/Mezz/Endurance/Recharge: Level 50

     (*) Superior Will of the Controller - Recharge/Chance for Psionic Damage: Level 50

     

    Level 20:              Tough  

     (A) Unbreakable Guard - +Max HP

     (*) Unbreakable Guard - Resistance/Endurance: Level 50+5

     

    Level 22:              Terrify 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) Bombardment (Accuracy/Endurance/Recharge)

    (*) Bombardment - Chance of Damage(Fire)

    (*) Positron's Blast - Chance of Damage(Energy)

    (*) Glimpse of the Abyss - Chance of Damage(Psionic)

    (*) Javelin Volley - Chance of Damage(Lethal)

     

    Level 24:              Paralytic Poison              

     (A) Ghost Widow's Embrace - Chance of Damage(Psionic)

     (*) Neuronic Shutdown - Chance of Damage(Psionic)

     (*) Unbreakable Constraint - Chance for Smashing Damage: Level 50

     (*) Gladiator's Net - Accuracy/Hold: Level 50+5

     (*) Gladiator's Net - Accuracy/Endurance/Recharge/Hold: Level 50+5

     (*) Gladiator's Net - Chance of Damage(Lethal)

     

    Level 26:              Mass Confusion              

     (A) Cacophany - Chance of Damage(Energy)

     (*) Malaise's Illusions - Chance of Damage(Psionic)

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - RechargeTime/Energy Font: Level 50

     (*) Superior Overpowering Presence - Endurance/RechargeTime: Level 50

     (*) Superior Overpowering Presence - Accuracy/Mezz/Endurance: Level 50

     

    Level 28:              Weave

     (A) Luck of the Gambler - Recharge Speed

     (*) Reactive Defenses - Scaling Resist Damage

     (*) Shield Wall - +Res (Teleportation), +5% Res (All)

     (*) Shield Wall - Defense: Level 50+5

     (*) Shield Wall - Defense/Endurance: Level 50+5

     

    Level 30:              Poison Trap       

     (A) Unbreakable Constraint - Hold: Level 50+5

     (*) Unbreakable Constraint - Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50+5

     (*) Unbreakable Constraint - Accuracy/Recharge: Level 50+5

     (*) Unbreakable Constraint - Endurance/Hold: Level 50+5

     

    Level 32:              Alkaloid              

     (A) Preventive Medicine - %Absorb

     

    Level 35:              Power Blast       

     (A) Apocalypse - Damage: Level 50+5

     (*) Apocalypse - Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Damage/Recharge: Level 50

     (*) Apocalypse - Accuracy/Recharge: Level 50

     (*) Apocalypse - Damage/Endurance: Level 50+5

     (*) Gladiator's Javelin - Chance of Damage(Toxic)

     

    Level 38:              Temp Invulnerability    

     (A) Steadfast Protection - Resistance/+Def 3%

     

    Level 41:              Energy Torrent 

    (A) HamiO:Centriole Exposure (Damage/Range)Level  53

    (*) D-Sync: Guidance (Accuracy/Range) Level 53

    (*) Positron's Blast - Chance of Damage(Energy)

    (*) Bombardment - Chance of Damage(Fire)

    (*) Javelin Volley - Chance of Damage(Lethal)

    (*) Explosive Strike - Chance for Smashing Damage

     

    Level 44:              Unleash Potential          

     (A) Luck of the Gambler - Recharge Speed

     

     

    Level 47:              Stealth

     (A) Luck of the Gambler - Recharge Speed

     

    Level 49:              Maneuvers        

     (A) Luck of the Gambler - Recharge Speed

     

    Level 1: Brawl    

     (A) Empty

     

    Level 1: Containment    

     

    Level 1: Prestige Power Slide     

     (A) Empty

     

    Level 1: Sprint   

     (A) Unbounded Leap - +Stealth

     

    Level 2: Rest      

     (A) Interrupt Reduction IO: Level 50+5

     

    Level 1: Athletic Run      

     

    Level 2: Swift    

     (A) Run Speed IO: Level 50+5

     

    Level 2: Health 

     (A) Panacea - +Hit Points/Endurance

     (*) Miracle - +Recovery

     

    Level 2: Hurdle 

     (A) Jumping IO: Level 50+5

     

    Level 2: Stamina              

     (A) Performance Shifter - Chance for +End

     (*)Performance Shifter - Endurance Modification

     

     

     

     

     

     

  20. I held off commenting in this thread until after the event. I'm going to springboard from a recent post, but what I write is not directed at any individual player.

     

    19 hours ago, srmalloy said:

    It's a question of laziness; with the murder motel building, all the doors face into the courtyard, so ranged ATs can park in the middle and be able to reach out to spawns from virtually every door.

     

    I think the tenor of this thread is akin to "someone else is playing in a way I don't like", and while I don't mind folks venting about a set of peeves I don't think there is an actual problem here that needs to be fixed. Bluntly: "XP Leeching", "Kill Stealing", "Drop Stealing", "Door Stealing" barely rise to the level of a thing. It reminds me too much of the early live days of "someone kill stole my 10th 5th Column while I was patrolling Steel Canyon!" complaints. I'll post my own Halloween playstyle preferences later so folks can take shots directly at me.

     

    I think there is a case to be made that every character below level 40 that is side-kicked in PI is "XP Leeching" (if anyone believes that is a thing). It's not like those unslotted attacks are doing much for the league, and it is rare that I witnessed freshly-minted  characters training up and taking powers from the Leadership or Teleportation pool to improve the QoL of the higher-level characters who are doing most of the work. I think I had one freshly-minted (i.e. sub-level-50) character this year, but when I am accumulating levels quickly I try to take pool powers to benefit the league/team, because respecs are a thing.

     

    I don't AFK while on a league... yet I have trouble imagining that some non-league "AFK Mastermind" is really 'stealing' anything from a league. As an aside: there are any number of shared builds in the MM subforum such that it would be legitimately hard for me to tell if the MM player isn't playing the game differently from how they normally play... especially if the MM player doesn't need or want anything specific from clicking on doors. Any MM that can AFK solo the level 54s at 'Murder Hotel' can do much better (in terms of XP, reward drops, Inf) from other content... so as far as I'm concerned such a player is basically gimping themselves more than they are possibly hurting a league. Is it a MM soloing the minions for badges that has got everyone upset? I know that TRICK spawns can also drop event salvage, but that is already somewhat rare and anyone who damages an enemy gets in the pool for a potential drop. Is it this low-level drops and defeat badges that folks are sweating?

     

    My Halloween playstyle:

     

    I join PI league with 'fresh' level 50s. I want the prismatic aether badges. I also want a costume so I can get the tip mission. I don't mind anchoring a team and try to make sure when I drop that the team has another level 50. Once I have the badges I want... I don't need a league to get the tip mission (or XP, or drops, or costumes), but if I feel like leaguing I switch to GM hunting. As was written above: it is trivial to have Incadescence once the slot is unlocked. I feel like I was teleporting leagues around PI for the first two weeks of the event!

     

    I definitely league for zone events. I've been on banner teams that either weren't capable of doing damage or were otherwise disengaged such that I missed out on banner badges.

     

    Most of the time I solo for tip missions. I find it to be too much effort to get a ToT team all on the same page for running the tip (for salvage, badges) and coordinating how to play the mission... if everyone even wants to play it. Depending on the character, when I am soloing doors at x1 I may or may not fight the enemies that result from 'TRICK!'... eventually I'll have enough of them around to want to deal with.

     

    I prefer to solo the GMs outside of the high-level zones. I am often finding leftover Unseelie Court in places where I think there is no reason for them to be left behind... but the spawn times are fast enough that (until now) I haven't publicly complained about this level of sloppiness. AFAIK, there is only one commonly used spot that is particularly easy to never aggro an Unseelie spawn, so I don't judge folks on that spot. In order to make sure the entire spawn is cleared: all you have to do is "count to seven" to make sure they are all defeated, and if that is too much effort the pumpkins are a dead giveaway that there is probably a leftover spawn to be dealt with... eventually they come back.

     

    As an aside: IIRC, a league member who is on GM patrol can still get credit for "defeat X" (e.g. for prismatic aethers) but won't get XP or reward drops... so are they "leeching" or are they being taken advantage of?

     

     

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