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Dixa

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Everything posted by Dixa

  1. Dixa

    Tankiest Tanks?

    stone gets destroyed by praetorian resistance fighters and carnies. there is no do it all tank, there are only does-most-of-it tanks.
  2. how well necro does vs. hard single targets boils down to your secondary choice. beasts do have -fly on one of their attacks but no -jump. all pvp'ers seem to sj.
  3. why do you not want powerboost? besides the fact you need scorpion shield to self cap, aoe immobs are a godsend to help mitigate the messiness of mm combat. in order to do what you are asking you will have to slot two defense io's in the enforcers. this will prevent you from getting their damage, acc and end costs in line and prevent you from slotting achilles heel in them as well. with powerboost you don't need to enhance the enforcers maneuvers.
  4. Dixa

    How good is Beast?

    Don't get me wrong, I am not trying to say Beast/Kin is top tier, I am just saying that they can self softcap w/ Fortify Pack which opens up some other avenues for secondaries if your goal is softcapping. I just think with Kin it makes the most sense, not because of the recharge, but because of the added damage. I have not tested out numbers, but I take your word that they are lower DPS (and a more resisted type of damage as well) but my thoughts are that a Beast at or near damage cap with Fulcrum Shift is probably still out damaging any other Henchman that is not Kin. Other sets can get more damage out of Kin, but they will not be as durable as Beasts that have Fortify as an option. I guess all I am saying is beasts are viable, and with Fortify, they have some different options not available in other sets. Good info on Demons. Thanks the pet damage cap is only 200% I believe. with proper slotting and the 45% musculature incarnate your pets will be at nearly 140%. half a fulcrum gets you the rest of the way. call to justice gets you 20% shy. however I do believe beast mm's should take hawk for the -fly since your pets have zero ranged attacks. so a fat fulcrum will for sure help that out.
  5. I want attack defensive to be considered bodyguard mode I want brawl removed from all ranged pets I want ranged pets to stop running to melee to use their powers I want a higher damage cap on pets. I want recharge to work on pets. I want pet health increased by 20% across the board. I want autohit aoe nukes from npc's removed or have their autohit flag removed. this unfairly punishes mm's the most out of any AT.
  6. Isn't one of the demon's T1 pets the one that heals them though? I thought about that with Bots, but then where would I put all my pet globals? Thugs most of the damage comes from the T1 arsonist You could probably do that fine with Necro & Ninja - they go down like tissue paper anyway (though slotting OF +KD sounds like it'd be better) I like to take the attacks early so I have something to do in DFB/AE lv 1 boss farms, then respec out of them later. Yes I can just use Nemesis & Blackstaff, but those aren't as effective in comparison if you slot the prestige enhancements. Demons and Beasts are a special case in that all their attacks have secondary effects are very useful, most sets have at least one that fits that description Lifedrain for Necro, Disorient in Bots, Knockdown from Thugs, which I try to fit in my build. Sorry, I wasn't clear. I have beast, necro, demon summoning, and robots MMs. I was thinking of dropping the zombies, and I picked two attacks on my demon summoner. necro damage comes from zombies and grave knights, not the lich. you would be gimping yourself mightly. it's worth grabbing at least corruption on demon as it's ranged and has -9% resist debuff. the toxic demonling and toxic lt demon also debuff resists -20% each stacking. makes up to a point for not being able to slot achilles heel in the primary like you can with thugs and others. but as you are not 50 I want to you understand something here - mm attacks do very poor damage. a defender will outdamage an mm just attack vs. attack. mm's have higher base endurance costs than the other at's. quite a few secondaries are too busy and end hungry to spam your attacks. your pets will need to be managed. you have too many things to do. this is part of the charm of being an mm, and a drawback for the more traditional mmorpg player.
  7. Mines.. kinda stalled? I love the throughput, I love the 'OMGWTFBBQ'. But shes so much -work- to play. I think stacking two micro-intensive sets may have been a bridge too far for me. So now I'm leveling an SR/Claws tank with no hasten (PB on auto, nothing else to manage but HP), and an Energy Melee/Energy Aura/Energy Mastery Brute (Not cause good, just cause fun) Is it though? I mean sure the tw bio build is only softcapped in defensive but honestly I found it had no issue melting av just chilling in efficient the entire time. You have three heals if you will that come up pretty quick on that build.
  8. It procs a ton for me and is quite noticeable in av fights
  9. For pvp I’ve watched people have great success with necro poison For pve it’s hard to beat demons/thermal I’m finding for general av killing. It does have a pretty hefty psi hole but you have hefty healing that is cheap as all hell to spam
  10. Dixa

    How good is Beast?

    All numbers were unenhanced. Fortify pack doesn’t need much recharge to be perma so kin really does t have that much of an advantage there. However and I believe I stated this elsewhere this combination is still nowhere near as tough as demons/thermal. I have been testing several dozen mm combinations on Justin fully decked out in io and tier 4 incarnates by taking them through the Maria Jenkins arc which has a lot of avs with various damage types and nothing has cruised through it like demons/thermal. Hell infernal had his way with beasts killing them over and over it was frustrating even though they were softcapped without fortify pack. As a same level av he one shot the dire wolf straight up. Beasts hit pretty crazy hard with the slotting I used above but every time they stop to roar a short term buff it’s a dps loss.
  11. This is probably accurate, but I don't think 10:45 is the ceiling here. My fire/rad sentinel is at ~215 DPS (7:16), on one try starting when Hybrid was on CD. Attack chain Blaze -> Flares -> Blazing -> Flares, Aim with Gaussian BU + Inferno with Arma Fire and Fury -RES. Setup: Hybrid T4 (doublehit), Reactive T4 (-75% res, -25% dot), Cardiac T4 Given that Meltdown < Offensive, I'd expect a Fire/Bio to push this time down. End management being a nonissue, you could likely include Fireball in your attack chain with an additional -RES proc too! ** Edit: crafted T4 Degen (-75% maxHp, -25% dot) on the aforementioned fire/rad sentinel, and gave it another go. 5:20, ~247 DPS. Hybrid was ready right away, so, this might account for more difference than Degen vs Reactive. Or, it could be luck. it was well established in the old pylon thread before shutdown that Degen was the way to go for tough targets like this as it has a direct impact on the targets regen rate.
  12. (not mine)
  13. you really aren't going to top street justice. not only does it have an aoe and a small cone that do great damage and recharge fast, it's tier 9 hits harder than assassins strike. Your strike Infernal with your Crushing Uppercut for 580.2 points of smashing damage! You hold Infernal with your Crushing Uppercut! You knocked Infernal from their feet! Your target takes 108.93 points of bonus smashing damage! Your Doublehit hits for 253.32 points of Energy damage! when it crit Your strike Infernal with your Crushing Uppercut for 474.8 points of smashing damage! You hold Infernal with your Crushing Uppercut! You knocked Infernal from their feet! You land a critical hit with your Crushing Uppercut for an extra 379.84 points of Smashing damage! Your target takes 89.14 points of bonus smashing damage! Your Doublehit hits for 207.3 points of Energy damage! I just don't think it's possible to top street justice on stalkers for single target, and for aoe it's really not far behind the other sets with how fast spinning strike and sweeping cross recharge.
  14. stalker staff is the best staff unless you are going for a specific build on a tanker however dark there are tradeoffs. you lose death shroud and cloak of darkness for hide and shadow dweller. so no pbaoe damage aura, and an auto power +def all that is a little over 2% less defense than cloak of darkness. all other powers come later. you won't have staffs form of the soul's -39% end cost like you would on an at that gets the forms. while staff has good aoe I find the single target to lack compared to street justice and street justice has pretty damned good aoe too. but if you got a theme, go for it.
  15. Doesn't matter. Not like you're going to take the MM primary attacks anyway. yeah. but...I don't see this happening unless the created pets pull from and only use a specific set of abilities. being able to have a couple of sapper minions or zeus titan bosses would be a bit gamebreaking.
  16. Oh, I realize that, getting others to realize that is the hard part. I tested out Beast/Kin, and Thugs/Rad, Bots/Rad and Thugs/Traps again. Bots/Rad was my favorite and seemed most effective. I'll just have to deal with the knockback somehow, and keep an eye on the pets blocking doors - oddly I found more issue getting past the thugs for some reason than the bots. I did take mace mastery and the immobilize-slow web grenade, but it didn't seem to be immobilizing and stopping the knockback. I'll have to do some more tests with the web grenade. I know I can eventually get kb-kd Ios (someone says OF changes it globally? I'll have to try that too.) I was wondering if power boost affects anything from rad, like AM or LF? I tried it, but couldn't tell. I know it only works on the toggles a few seconds. It's been a long time since I really got into rad, and was wondering the best order of debuffs too. controlling how/when/direction of your bots kb while on a hectic team would be frustrating. sudden acceleration io is not unique. slap one in the assault and tier 1 bots.
  17. I find boxing exhausting, but if im going to do it it will be with a brute and support characters to make the brute unkillable.
  18. the most useful primaries to your team are ones that don't knockback or that you fixed their knockback with enhancements, don't block doors and don't block players the most useful secondaries are ones that are mobile and provide support to the team. this opens up a lot of options. ff? I would go with cold instead if this is a teaming mm. more team support sonic, thermal, time, nature, kinetics I consider the premiere mm teaming secondaries that can work with just about any team comp. the other secondaries have a problem or three that prevent them from being on the same level or are better served coming from a different at's modifier.
  19. building for resists is ideal for demons and necro building for resists is not ideal for thugs, since the t1 thugs have zero resists to begin with. thugs/sonic can work, but you will hit many walls and difficulties. an mm power combination works best when you are working with the strengths of your primary and not against it.
  20. Dixa

    How good is Beast?

    so beasts are fine. yes. but please do not think for a moment they are the killing machines the other primaries are. beasts was very new to the game before shutdown and it needed tweaks and balancing that never happened. the biggest issue is that they do not have enough attacks and have a near 33% gap in their attach chain where they are doing no damage. this is bad, especially if you want to push to harder difficulties as attacking that infrequently will not break regen of some of the tougher bosses, eb's or av's. beasts work. they are fun - but how an mm performs in their 20 or 30's is nothing like how the sets start to perform in their 40's and endgame with and without incarnates unless you really do never move on from 1/0 difficulty. enjoy the set, but temper it with reality please and anecdotes about how the set is fine because you have an alt in the 20's is just not helpful in general. at level 50: t1 pets - 11.21% melee/ranged/aoe defense 18.68% resist s/l and cold t2 pets - 12.45% melee/ranged/aoe defense 29.88% resist s/l cold t3 pet - same as tier 2 with io's (defense only) ti pets - 21.21% melee and ranged, 36.21% aoe t2 pets - 22.45% melee and ranged, 37.45% aoe t3 pets - 22.45% melee and ranged, 37.45% aoe with saturated fortify pack (4 stacks) t1 pets - 30.21% melee and ranged, 45.21% aoe t2 pets - 31.25% melee and ranged, 46.45% aoe t3 pets - 31.25% melee and ranged, 46.45% aoe this is a far better defensive base than thugs, bots or demons by far and may be why their damage output is as low as it is the various roars i'm not calculating because they do not have 100% uptime. I would not bother slotting the resist io's or even enhancing that defense in any of the pets. farsight without power boost will cap them which means you have patron pool options, although powerboosted farsight is good for teaming and scorpion shield allows some breathing room if you get debuffed as well as a buffer between fortify pack applications this is what I would probably do. maybe. it has enough recharge for nearly perma chrono shift and hasten, but I do find time to be extremely end hungry even with chrono shift going so I would prob still end up with ageless even though time is very vulnerable to cc. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;688;1376;HEX;| |78DA65944B6F125114C7EF65668A5068A994422D6FEDBB45A8EE4DFAC216A8686BD| |5554360DA4E521E2934D1A59FA21F4117C6A56DDC99F8FC04BE35BA736175E37383| |87397F818609E477E7BCCFB9F74EE6E6BCE37EF2F605215D733BB96A752393ABD6F| |4DDA2512A6899DC969157043D56FA875A9A8DD5BD62B15C8ACDEA2482C7AD489B7E| |766F7333B666147552968CCADE4EAE66944BA2375B2EEFC4D27AAEA0EF56B78D8AD| |37C5F34B6B66B4669CB6EBEAD5674BDE080A256D2AB55FF42C5C8C7DAA2677279FD| |7F561F55364EFF85C6C27CEA9A784E4527546179065E574DAA57C1398BC9AE4FAC7| |FE969FA4A71479AB2D17BCC57A493AC53650ABA4BCC8934737A05CC305F938FC23E| |8AF200B90E98F687E0213349756B6C2BB48830657D346EAB99B46EB17A38E6897ED| |0C57C43396CF0B34DB2DF12C5EAC60CBA6F70AF8E35709DD9730DFC4CF903AA707D| |21F3515548CAE9443C679D1EF19632F4225AEF3C57EB5A604616996792E045E6F41| |273992AE9836F1F3A3869077B98FD4EB09B39E060BEA3BC6EF8BAFF72BCF04FF007| |F2FF027F33A7FE3015EAC283C97966787707BCD2EC74C2C754C9C60B1B2F6AF361B| |A3E4C3745F50FB28D3638CBB14F3D22BA894F39AEFF09F898197CC17C4FF50F21FE| |10E207113F8CF851AA21C0363280DD0B8269CA1DC24E8470220E287414A7309AE57| |A4E5F06AF80ABD88B35E647AA63183EC338B9235910277564E5F8893E72083186BA| |C650CF387848354CA2AF49F43585BEA6D0D707CA19C3DEC5A462CEFBAC055440959| |9D0C02EA69B661247EE38FA4ECC30FD6AF386D2AF713A273A24F10E49A24372AE43| |72BE43926E482424369E65A66555CFAACD2F8290A687CDD5BCEFF5AF76D2C25B4E7| |3F5DF5A3229D7F1ED5896E6BD3B6AB71F63FBEF2D9945EE7305E361718C29BA2209| |B6A9EFB7ADEF465BEBA4B7B5FE07CB0EE8CF| |-------------------------------------------------------------------| temporal selection is an optional power. I was being lazy here. I would actually recommend swapping it out for a travel power. the 18% dmg boost it gives is minor for your pets and they don't benefit from the recharge bonus.
  21. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;702;1404;HEX;| |78DA75934B4F135114C7EFED4CC1166A8BA59447A10F1EA5524AABEE4D0025910E3| |4BCD45533690798A4B48442A2EEFC0A6E88313E168AB271ABF1ADF1F93174E70235| |06A3AEEA61FE276D43E3A4CD6FCEB9E7F1BFF7CCD52E4DB63E9CBA7A5A48CF44412| |F97B39A5EDE3436D6CC62DEAEE92B664E114238278DB552F18A5928E8CD64866B31| |D9F9AD355A4A58016C98C595FA88F1ADE5E5C4C22A597A213BA7E74D7DD32C15853| |B532A15126943CF1B1BE55573DD65D967CD95D54D2AE0B4ACF975C3C8B760A170B0| |1238B36EE61275C5353D67B0E4CB9D242D46FFEB1EC14FC52E266C42A45461DB27B| |397785EB56C7591F941B1D8F40E7CE2AAE6AA625A622D0D1ED19833A073167C4A39| |12398AECA3B7A82A5A23E0B130D81E049F51ACC2F595698E9D018FCE3235D093066| |FD07EECC811F6B0B07AB6D11C9AADA6155BB30F3ABADBC190077C4EBD1CACCBC1BA| |3CFFD175937AB4F099B57CC65974FC44AF8E8B38ABCE05E612D87D01F4921617B4D| |85D7771DE817B60DF0EF33E187A00F6EF822F48A39BF7E6DE43DF5BA4A58D75B77D| |1596BEC0179B35BF815FD034BA8FFC9794EF45ACF4FE457EDF6F50922E1FD7F6752| |34F219F1F5AA5FF04E2FA0F1C54FB36F5EDE233E8FA88B5D05B30FC9EF989B9839C| |FE71E878453A7AB857CF087AA9D4AB9767D4CBB319E2D90CF1CCEE50CF20E70579B| |6AFA95684BF9108EB1EE09A436C47D98E33DF50CE206B1F948AA5EDB88DA9305530| |6E07479BC0C78461E8548659578CF5C6586FEC0FEECF238A1D616D238BD87B3C038| |ECE8163F3606A018CD03924F81C12AC77EC101D1493E498246B48B186146B08A8D5| |BB493F7A6847873DC9064FAAC173B2C173AAC193AEF738B00FADE6AB64D4EA9D17D| |2CA7078AA37BBB2E7A45559BFFABDE691F21CEE5C7409FBFAD610FDA3E651E436BA| |3B43FC2530A3D7E09FF213105BD9A6AB90620DBB919A7FDA5B7BFF07980EF0DE| |-------------------------------------------------------------------| hell on earth 4 slot for 4 of the unique io's. the ato aura go into actual pets I find the best place to put the build up io is the t1 pets to help bump their damage up. you may be asking me why 6 slot tactics? gaussians 6 slot provides more defense than any other set in the game that is the only reason why. the build up proc in that set does nothing for mm's. demons run out of end quickly if you are not going with ageless. the slotting I have here allows me to use ageless or clarion or whatever (I usually still go with ageless cause I like limitless endurance but ymmv). actually even with this slotting the demon prince goes dry very quickly.
  22. psi damage is heavily resisted end game and those mobs that resist it, resist a LOT of it.
  23. I had a Thugs/Traps MM back in the day (my second-ever MM, actually), and the main issue with it is lack of healing. The best you can get is a Regeneration boost from Triage Beacon (which, to be fair, you get very early on), which doesn't always help in sustained fights. I always recommend that a thugs/traps mm grab aid other by level 8. once you have your ffg you will be pretty free to cast aid other (mostly on your suicidal arsonist). traps has little need for hasten and hell my original traps guide on the old forums didn't even have the fitness pool until I got so much global recharge from sets it was becoming an issue. thugs/traps real weakness is mobility. you all gotta be together - all the time and under that bubble. in my opinion, any /traps mm really needs to have team teleport and likely medicine pool and an aoe immob power. this really limits your customization options with pool powers.
  24. when determining what goes well with what you have to look at the primaries strength. with thugs, their strength is in defense. the t1 thugs have 0 resistances. the t2 and boss thugs have average resistances. they get a hefty buff from maneuvers from the t2 bosses, and this is what you want to build upon. for this reason, any secondary that builds upon the defense granted by maneuvers is going to be superior than any that builds upon resists - unless you are a masochist who enjoys replacing pets every pack.
  25. while I haven't imported this build yet, the best use of soul extraction is as a place to mule 4 of the 6 mastermind io's. the other two from the ato's would go into grave knights and zombies for set bonuses. when upgraded the ato's will max out your pets acc/dmg/end reduction with only 4 giving room to add things like damage procs or reducing annoying kb. this is why I consider necro, demon and thugs the premiere primaries for masterminds concerned with pet survivability and not wanting to replace their pets very often. all three sets have a power at level 18 that can take take both the regular mm and the recharge pet io uniques and honestly on their own don't benefit too much from additional slotting or enhancements. gang war is a great distraction but easily wiped out. hell on earth is really just a dmg buff for a demon as the imps it spawns are extremely weak (but do good damage). soul extraction is actually a decent power but relies on your pets dying and the surgeon general as warned that excessive pet deaths can lead to colo-rectal cancer.
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