
VertigoIguana
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It's absolutely entertaining, though not nesscessarily the best use of slots.
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Supremacy (The MM inherent aura) has a 60ft radius, and the unique IO bonus's give you an aura with the effect that has a 40ft radius. They need to be in Supremacy range (and on Defensive Follow, or Defensive Stay/Goto)for Bodyguard to work. Currently: Once you get about 500ft away from any of your pets, they are automatically resummoned next to you (same as when you transition zones) - which puts them into follow mode by default.
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PROBLEM: It's no secret that Masterminds have a few issues keeping up with the current pace of the game, particularly in "speed runs" and meta hard mode runs where they have to choose between having to dismiss & resummon pets (Taking extra time, missing and usually missing half or more of the fight) OR letting their pets drag half the mobs into the team. Cant leave them up while you run through, or they'll snap to you and aggro whatever is along the way. Wait until you get there (if you're running), and the fights nearly done by the time you can contribute on fast teams. Wait with your pets to get teleported? Half the time after you get TP'd they'll run off to the wild blue yonder and aggro a bunch of extra mobs. SOLUTION: Remove and replace the auto-TP to owner pet mechanic. 1) Increase the leash distance (potentially to unlimited - or at least as big as possible to cover most mission maps) before pets automatically teleport to their owner. This is to make stealth easier - by not having the pets reappear suddenly in the middle of whatever mob you are running through. Potentially may be able/need to force pets to not attack if a certain distance away from owner. 2) Give an inherent command (or power) that teleports all MM pets to their owners side (the current auto TP effect, but on command). Give it a un-changeable 30/45 sec cooldown if you want even to make it a little more balanced. Like Mark and Recall, but for your MM pets, (and the MM is the Mark) BENEFITS: More control over pets, makes gameplay a little easier, and removes some of the barriers to MM play at the higher levels. POTENTIAL FOR ABUSE? Not much that I can foresee. Maybe it could be used to pull the pets out of a sticky situation (but commands can already do that). If it's a concern, adding a MINIMUM distance to the TP effect could fix that as well (Only recalls pets more than XX feet away). Other uses could be pulling mobs with little risk to the MM owner, send them out and instant recall them back. Minimum distance might also help with making that less practical, but again - it can also already be done with commands anyway - and there are better ways to pull anyways so I'm not sure how much of an issue it could be. If anyone else has thoughts, please leave a comment.
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Late to the part - but yes it's doable (only tried it on Demons and Beasts /Marine for MM though). Rikti + Pylons first, then sic pets on the mitos (can be done without, but a team Mez insp or Clarion helps with the KB). Use Brine the green mitos, a couple stacks (easy with shifting tides) reduces their Max HP to the point where they get one shot. No need to worry about stuns/holds. From there the weakened hammi on it's own is no trouble. If you want to do it without marine, you need to stack enough mezz. Grabbing the Taser Dart origin power form the START vendor helps, combine that with Knock out Blow and Jaws from Leviathan (with extra hold procs) and you can make it happen with any primary/secondary combination - at least on +0.
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The original thread on the live forums was in the scrapper section, from back when the main/only ATs able to do it were scrappers. It was remade here just from tradition I guess. There's a few similar thread in the main AT section though, like Koopak's clear speed test thread, or the build benchmark thread.
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Heya! Ill/Psy is a fun combo, I'm a big fan of it personally. I'll attach my build below in case you want to take a look or get any ideas. I run a build with similar rech to yours, and it's 100% worth it to not have to juggle dom and hasten. (I keep dom on auto so it never drops, fire off hasten when it recharges and I remember). One of the most fun things with Illusion is Superior Invis: It doesn't suppress from fighting. So on hostage rescues feel free to jump right next to a big mob and target the 2-3 mobs that are holding the captive. You'll only aggro them as long as you don't shoot off an AoE by accident. My build is geared more to soloing stuff (Did Solo Master runs of the Eden Trial, ITF, LGTF, and LRSF with it with minimal trouble, as well as every AV I can find)....which is why I have the Chance for Placate IO in blind and Pacify. Dominator PA doesn't taunt - but those two combined are enough to keep AVs focused on the pets (Blind in the attack chain, Pacify when PA drops so the new batch can aggro). I would recommend (If possible) grabbing a Toy Bat/Snowball or Excalibonk to build Domination up fast when idle. Hit your friends, hit phantasm, or an MDC once per play session, stick Dom on auto, and you're off to the races. Regarding your build, a couple things stand out to me: 1) I *personally wouldn't take both Spectral Wall and Psionic Dart. They are both low damage, fast attacks. You won't need either of them once you have your recharge up really, but if you wanted to keep a low level ranged chain spectral wall would be the one to keep (immob can come in hand at times), and I'd move Mode Probe down to level 1 and Blind to level 2. 2) Skipping deceive....if your playing regularly as part of a team I can see not using too much. But, on my build I love it...I think it's worth keeping anyway. I solo a fair bit and especially as a dom, it opens up some fun shenanigans (perma-confusing AVs is a snap, confuse buffers/bosses to take them out of the fight). It has a huge duration, and the sets it gets have good bonuses too. 3) Gleam slotted for damage is a bit of an odd choice to me. It really doesn't hit hard at all....the value is in the stun. 4) Psychic Scream, I don't love it. It's slow to animate and not terribly wide, save to drop unless you really like it. I don't find myself missing it with Shockwave and the Epic AoE. Those two and the pets are clear trash mobs fast enough for me. 5) Phantom Army is a little under slotted. You have high rech, but still a 10 sec downtime on it. Not the end of the world, but it's a great damage power AND decoy (even without the taunt)....so having it up as much as possible is a lot of what makes Ill great. I have the purple chance to build up in it to give the pets an extra boost - and that helps a ton as well. 6) With Drain Psyche and Perma-dom filling your bar regularly, you can safely take the slots away from health and Stamina - you'll find that to be overkill on recovery. 7) Flash is.....not great. I took it, but I almost never use it since gleam is up more often, animates faster, and can be used from range. 8) Subdue and Lance are your wo best ST DPS powers. I would full slot both of them. Subdue is great for procs as well, and especially the chance for +Dam IO (regularly stays at max stacks while I'm attacking) 9) You might want Hasten earlier...I usually push it back to 30/32 on builds - but on a Dom high recharge basically is your armor and your build up. Early hasten means more domination time, more controls flying out, and more PA uptime. 10) Phantasm.....he is fully skippable if you don't want to use him, or can be a fine mule for +rech. But: If you aren't too put out by his shininess and suicidal tendencies I would put a KB>KD in him. An explosive strike damage proc also works well - since everything he does includes knockback. PulpNoir (Ill Psy).mbd
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Might as well throw my hat into the ring....Been a while since I posted one of these, but I've been messing around with MMs for the last little bit (specifically Marine). I have a lot of love for /Marine on mastermind....it adds a shocking amount of damage and survivability to the pets. Been running it on live with Beasts and Demons....and on test I've tried the others as well. Damage-wise, Mercs is a little better if signature summons are off the table - Serum (or double serum with burnout) is just too good. They get some build in -kb/mezz protection with perma-serum, which is the big thing my Demons lack (and that's hurt me trying to solo some MoTFs - had to fall back on team insps). Clear speed on x8 is slower with Mercs, despite the better pet damage, and they aren't nearly as tough though. Demon personal attacks, especially when procced out, pack a big punch. Beast isn't bad in that regard either (and the range boost from marine makes for some big big cones). Interesting to note: the 11 second time below is a build specifically juiced for pylons (added Enflame, Assault instead of Maneuvers, Team Teleport, it has no defense to speak of, and I took out a bunch of rech/-rech protection since I can rely on accolades for burst), but my live build (also attached) really isn't that far off in timing while also being actually usable in game. I clocked a 14 second run with that one, an that's what I run every day against pretty much everything without any issues (on +4x8, with Bosses + AVs). Something I do that I don't see a lot of Mariners doing is proccing out Shifting Tides, but it actually does help in my experience even if the rate looks kind of anemic. I ran a few tests of the clear speed test mission (with my live build, but making sure the only use of those procs were the ones in Shifting Tides) and parsed the combat log....each proc in shifting tides was equally as valuable as each pet proc I have slotted in the prince. The explosive strike in Demons is a waste though, it only went off twice in the whole mission. Speaking of the clear speed test (Nerva map with reflections, not mission simulator), my live build clocked in a 6:47, with no temps/lores/etc.. I also had Support Core on my Hybrid (inactive), like I normally run....which is a decent time for an MM I think. Enough rambling, time below: EDIT: One more ramble...one thing I did *not* do, is stack brine on the pylon ahead of time to lower it's HP. Not sure it'd make too much of a difference anyway, but Brine causes aggro so wouldn't work in a "real" AV fight (tide pool does not alert though, so I felt fine about pre-dropping that). If it's allowed, I might give it go though, up to you @Koopak Musculature Core Alpha Degenerative Radial Interface Assault Radial Hybrid (Toggled on). Run Type: Rikti Pylon Archetype: Mastermind Primary Powerset: Demon Summoning Secondary Powerset: Marine Time in seconds: 0:11 Hybrid: Yes (on) Number of Runs: 1 Version: i28pg1 Beta Notes: Sustainable? No....Burnout + Hell on Earth makes it a burst time. Temps: Signature Summon (Tank), Envenomed Dagger, Boosters Video Link: Fight starts at 0:46 Demon11.txt Ranger Parker - Mastermind (Demon Summoning - Marine Affinity)xPylon.mbd Ranger Parker - Mastermind (Demon Summoning - Marine Affinity)xSpeed2.mbd
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It's only "master of" that disables penny porting, iirc. That's been around for ages though, and not new. 1-4* you don't need to lead her out anyway, and normal runs you can port her like before. Hammi and the mitosis are also toxic everywhere iirc, hard mode included.
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Welcome to Homecoming, Original City of Heroes Team!
VertigoIguana replied to Glacier Peak's topic in General Discussion
That baby probably knows how to drive now. -
The real question is why are you trying to rob us of these posts? I love em. You do you Snarky. Someday I hope to lead a PuG bad enough to be featured. ❤️
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*edit accidental double post*