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I think Tankerminding as a playstyle still has its uses, but these new MM changes have really given us a whole new dimension on how to position the crew for maximum damage while still remaining defensive yourself. Also, the common wisdom behind Tankerminding was to take and spam Provoke. I’ve found that totally unnecessary on a /Time MM with Times Juncture. That power, for whatever reason, seems to constantly peel aggro off of tankers. Jump into spawn with TJ running and let the henchman open up from range (this is how I did it for years on my Bots/Time MM’s, although I even used TP Self to trick the henchman AI into opening always from range...worked well). I’d take the alpha (floored -TOHIT and high native DEF meant zero damage to me) and usually the next couple of rounds of attacks while my bots chewed them up from range. I never once took any powers like Provoke...just wasn’t necessary. I’d just have to touch something with TJ aura and they’d stick to me like glue afterwards. MOB’s seem to hate TJ’s debuff enough to ignore everything else.
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My understanding (could be wrong) is that henchmen and pets are simply coded to ignore all +RECHARGE buffs of any kind. So no matter the fixes they did to ranged vs brawl attacks, they simply have no ability as coded to accept any form of +Recharge buff. I have likewise heard they ignore -RECHARGE debuffs, but honestly don’t run into that often in the game to know if true or not.
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Yes I used to be a huge believer that you really couldn’t beat a Bots/ Time for MM. softcapped defense and Botsdid good damage from range, as long as you could learn how to keep them fighting at range. But the MM fixes and new IO’s from HC pretty much have me sold that Thugs/Time and Thugs/Storm are pretty much the top performers now.
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Don’t mind me, let anyone play however they want. I’m just bitter because I’ve done /TA MM’s several times, invested hundreds of hours into them and billions of influence just try try and MAKE them perform at some reasonable level of effectiveness. I’m by no means a perfect player, but they are by no means an enjoyable set of powers for me either. To each their own. I just remain disappointed because THEMATICALLY the /TA set is just about exactly what I wanted for several of my MM’s. Now I’d give just about anything to swap it out for something more akin to Tactical Arrow instead.
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Yes, because playing in a “cowardly manner” as a Mastermind is a great way to feel like you are playing a superhero/villain game. Not snarking at you. Snarking at Nin/TA. Or even just /TA. I’ve been terribly disappointed with all of /TA on a MM and have tried multiple combos. Some T4’d fully via Incarnates with billion dollar builds just because I was CONVINCED some new proc or slotting strategy would make it almost as effective as a Thugs/ or Bots/ build running on SO’s. It’s just a poorly designed set for MM’s. Never again will play this set until it gets some attention from the Devs, and even then I doubt it will ever be anything more than bottom tier on a MM.
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While most of my play has been on Excelsior for many months now, its a very nice QOL feature to be able to swap so frequently on HC. It’s also worth it to keep at least one higher level AT that you’ve otherwise “retired” on your alt servers and build a SG base using that one. That way you’ve got this nice little home for any characters that come visiting. Not as necessary for travel given all the SG’s that are open now, but helpful for salvage storage, etc.
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I confess I don't know what you are saying here, but on my Fire/Rad/Fire Sentinel, my primary attack chain each spawn is Aim (self buff) + Ground Zero (PbAOE) + Inferno (PbAOE) + Fire Sword Circle (PbAOE). Fireball, Blazing Blast and Blaze....those are cleanup attacks, usually fired at point blank range against targets that survive the alpha chain.
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Technically true, but range is so short on Sentinel powers its more like “point blank” range half the time.
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I’ve never really understood “roles” in this game. In other MMO’s, there are fairly defined roles and overlap is limited. In this game, that’s never been the case. I’ve seen Tankers with high defense and the Medicine pool healing others mid-battle. That’s definitely NOT their “role” in most other games, but here its entirely possible (and even thematically plausible). No matter the melee AT I’m playing, my job is to wade into the spawn and hit stuff. I can almost do it with my eyes closed by simply hitting Tab+Follow keys. That’s my role. To wade in and punch stuff. I do the same on my Blasters and Sentinels as well.
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Maybe after the Devs address Sentinel DPS it would be interesting. Until then, it's just kind of.....depressing.
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I've run with a few all-MM teams, and you can pretty much overcome any obstacles of ANY MM team with enough overlapping and stacking buffs/debuffs. True for any other "All-XX" AT teams also (run an all-corruptors team sometime....Scourge is insane). But once you hit Incarnates, everything is pretty much viable as you a) get an extra free Enhancement per power with Alpha, b) Get a really powerful AOE and c) Can totally block Psi, plug Def or have unlimited END. Incarnates are just totally OP for this game in general, regardless of AT's.
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What’s sad is that Trick Arrow is pretty much what makes the list THE list.
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Rune of Protection Graphics Persist past Buff Expiry
Crysis replied to Blackfeather's topic in Bug Reports
Confirmed here also, I thought it was something going wrong with my graphics card, but runes persist. -
Yes, one of the "speed run" tips is you defeat the first two Knives leaders (either both on 1st floor, or one on 1st and one on second), then run down the elevators to Sigil and click on her to start the conversation, then run back upstairs to defeat the third Knives leader -THEN- back down to Sigil...usually the BP attacks are just starting. Shaves a whole minute or so off the speed run if you do it this way, rather than waiting around for them to finish their conversation whilst twiddling your thumbs.
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- heather townsend
- dark astoria
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To my mind, prioritization of bugs should be: -Do players make a meaningful investment (time, influence, etc) in something and it’s not WAI? That frustrates players and creates a disincentive to do make further investments knowing something is misleading/false advertising. For example, if MSR raids awarded no Vanguard merits for all that effort, high priority to fix. -Does the bug create a handicapped state of play for the users, putting them at an unfair disadvantage versus others. Inverse of this is somewhat true, in cases where a bug creates an advantaged (exploitive) state of play. -QOL improvements. Bug doesn’t create conditions 1 or 2 above, but it’s annoying. <— I suspect there are hundreds of these, if not thousands. Prioritization of these should be based on data mining active user population and determining how many players would be impacted by QOL changes. This particular issue likely falls into that last category.
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Interface Procs are Bugged...my Test Results might show why
Crysis replied to Bopper's topic in Bug Reports
I learn so much more than how to kill Skulls when reading these forums. Great job @Bopper, @Gulbasaur and all the others who have worked so hard to figure out how Procs really work. I’ve actually been only slotting my Interface powers to T3 until this got fixed as I wasn’t sure if it was WAI or truly bugged. Sounds like I can safely T4 out the ones I want now, knowing even if they aren’t functioning properly right now, they will at some point “Real Soon Now.”- 45 replies
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Necro'ing my own post here. So I just T4'd out my Alpha and Destiny (Agility and Ageless mainly for the +RECHARGE). I'm going to post my build below. For a scrapper, very durable. Defense is 60% Melee and 55%+ for AOE and Ranged. Resists are 75% S/L and 45-63% everything but Psi, which is 69% when Rune of Protection is up. I thought about going with Shadow Meld but honestly didn't want to throw the extra slots at it so just kept Kuji-In Retsu with one slot (Scaling Resist proc) as my "oh crap" button. Honestly, I don't think I've mashed it one time yet. I just don't get hit often. PVE content at highest setting is easy mode. Stacking Defense Debuffs do hurt, but I don't really have issues with those either. Have END under control and have really good Regen also. Also threw the Kismet proc in the mix so that I can more reliably pull off combo's even against +4's. But I still feel like my damage output could be better. I basically use the Attack Vitals chain more than anything else. On AV's that's pretty much all I use in fact. I had Thousand Cuts but respecc'ed out of it. Looks badass but really long animation for what damage it actually does. Anyone have any tips on ways to get my DPS up a bit more? I suppose I could actually lose some +DEF and still be OK, but I liked overbuilding on DEF since my DefDebuff resistance isn't the same as SR. BTW, this is my first time playing this combo. Flashy and fun like Dual Pistols, but I've enjoyed it more. Thanks in advance for any help! Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Dual Blades Secondary Power Set: Ninjitsu Power Pool: Fighting Power Pool: Leadership Power Pool: Sorcery Power Pool: Speed Ancillary Pool: Soul Mastery Hero Profile: Level 1: Nimble Slash -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(50), SprCrtStr-Acc/Dmg/Rchg(50), SprCrtStr-Dmg/EndRdx/Rchg(50), SprCrtStr-Acc/Dmg/EndRdx/Rchg(50), SprCrtStr-Rchg/+50% Crit(50) Level 1: Ninja Reflexes -- Rct-Def(A), Rct-Def/Rchg(50), Rct-Def/EndRdx(50), LucoftheG-Def/Rchg+(50), ShlWal-ResDam/Re TP(50), Ksm-ToHit+(50) Level 2: Ablating Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(50), SprScrStr-Rchg/+Crit(50), SprScrStr-Dmg/Rchg(50), SprScrStr-Dmg/EndRdx/Rchg(50), SprScrStr-Acc/Dmg/Rchg(50) Level 4: Danger Sense -- Rct-Def(A), Rct-Def/EndRdx(50), LucoftheG-Def/Rchg+(50) Level 6: Shinobi-Iri -- Rct-Def/EndRdx(A), Rct-Def(50), LucoftheG-Def/Rchg+(50) Level 8: Blinding Feint -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(50), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Dam%(50), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Dmg/Rchg(50) Level 10: Kuji-In Rin -- RechRdx-I(A) Level 12: Typhoon's Edge -- Obl-Acc/Rchg(A), Obl-%Dam(50), Obl-Acc/Dmg/Rchg(50), Obl-Dmg(50), Obl-Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50) Level 14: Boxing -- Empty(A) Level 16: Seishinteki Kyoyo -- PrfShf-EndMod/Rchg(A) Level 18: Vengeful Slice -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Dmg/EndRdx(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50), Mk'Bit-Dmg/Rchg(50) Level 20: Kuji-In Sha -- Prv-Absorb%(A), Prv-Heal/EndRdx(50), Prv-Heal/Rchg(50), StdPrt-ResDam/Def+(50), GldArm-3defTpProc(50) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx/Rchg(50), UnbGrd-ResDam/EndRdx(50) Level 24: Weave -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50), LucoftheG-Def/EndRdx(50) Level 26: Sweeping Strike -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(50), SprAvl-Rchg/KDProc(50), SprAvl-Acc/Dmg/EndRdx(50), SprAvl-Acc/Dmg/Rchg(50), SprAvl-Dmg/EndRdx(50) Level 28: Maneuvers -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(50) Level 30: Bo Ryaku -- ResDam-I(A), ResDam-I(50) Level 32: Mystic Flight -- BlsoftheZ-ResKB(A) Level 35: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(50), SprWntBit-Dmg/EndRdx/Acc/Rchg(50), SprWntBit-Rchg/SlowProc(50), SprWntBit-Dmg/Rchg(50), SprWntBit-Acc/Dmg/EndRdx(50) Level 38: Kuji-In Retsu -- Rct-ResDam%(A) Level 41: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(50), UnbGrd-Rchg/ResDam(50), UnbGrd-Max HP%(50) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 47: Moonbeam -- StnoftheM-Acc/Dmg(A), StnoftheM-Dam%(50), StnoftheM-Acc/ActRdx/Rng(50), ExpMarks-Dmg/Int/Rng/Rech(50), StnoftheM-Dmg/EndRdx/Rchg(50) Level 49: Soul Storm -- UnbCns-Acc/Rchg(A), UnbCns-Acc/Hold/Rchg(50) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 47: Quick Form Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany ------------
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Thugs/Time, Robots/Time, Thugs/Storm, etc. As long as you softcap your DEF you can do just about anything +3/x8 with a MM fully IO’d out with Incarnates. For me, +4/x8 really only works exceedingly well with Bots/Time. And that’s due to the high -TOHIT of Times Juncture, which not only effectively ups the +DEF of the Bots (which are already softcapped) but effectively diminishes incoming damage as well. That gives the henchman the time they need to chew things up. The whole level shift issue for Incarnates, and how it impacts T1/2 pets in particular, is the issue. I often find myself going petless or just with the T3 pet in things like LAM trials because everything else just can’t survive such a fast paced aggro mess. Soloing an indoor mission, however, is much easier because I can set the pace.
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@Talionis, weren’t you the one trying to go for the “unicorn” of Necro/TA? Did you? How’s it going?
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Thugs/Storm with Burnout creates Double Gang War, Lightning Storm. Theres a few threads on it. TOTAL Chaos.
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We were discussing this a bit ago. The bottom least favored sets at last check were Thugs, Merc’s, Demons and Necro/Trick Arrow. Necro/TA was dead last but I can attest to what a craptastic combo was Demons/TA. More here: https://forums.homecomingservers.com/topic/13410-trick-arrow-mastermind-picking-between-demon-and-necromancy/?do=findComment&comment=141573
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The word “humble” has zero meaning to a scrapper.
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Yeah....Rick Rolled. Nicely played tho.
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BURNOUT -> DOUBLE GANG WAR + DOUBLE THUGS!!!! Nope not really. Ive had this issue repeatedly with my Thugs and Bots. I’ve tended to see it replicated more often if I’m using my insta-base transporter macro to zone between missions. At some point after my henchman just start disappearing, one or more won’t show up in pet tray but I can’t dismiss/resummon them either. I end up having to use the base macro to go back to SG base and in almost every case....there’s my AWOL henchman. Dismiss all, go out of SG base and resummon and all is well again until I use the base macro with henchman out again. Also happens with the RWZ “zone teleporter” behind Lev that gets you from Vanguard base out into RWZ proper. I’ve also had it happen if I use the zone based SG base portals like the one outside the Talos train station. I think its related to those Teleporters. Scotty is drinking again.
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While accurate, in the case of Sentinels in general, this is just a known bug. Swords just aren’t showing for Sents if you choose Ninja as a pool. I suspect it has more to do with the fact that Sentinels were cobbled together as an AT and thus the animation sequences don’t carry over. I’ve noticed it a bit with Tankers using Katana as well. EDIT: There’s about a dozen posts on this in the Bugs forum. Some say it’s the DP issue, many aren’t even DP users, some are straight Katana primary users and experiencing it, reported by Sents, Blasters and Tankers, some can see the weapon themselves but it’s invisible to anyone else, some only have it invisible during idle stance, etc etc etc. Looks like it’s any Katana models in general that are broken. Full search of Bugs forum: https://forums.homecomingservers.com/search/?q=Ninja&type=forums_topic&nodes=32