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StrikerFox

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Posts posted by StrikerFox

  1. Also, being the pets melee almost exclusively, I think Storm could make a good combo with Beast Mastery

     

    Never really looked into storm cause I just thought it would be a bunch of knockbacks and I know how much groups love those... Would you please elaborate?

     

    There's actually a couple IOs you can slot to alleviate Storm's KB issue. Overwhelming and Sudden Acceleration both change knockback to knockdown. Overwhelming is a unique but I'm pretty sure we can slot multiple Sudden Acceleration procs. We can get Overwhelming free as a reward drop from the Blockbuster event; Sudden Acceleration is available at /AH.

     

    Is there a list of Beast pet powers? I never knew quite how to slot them.

  2. are you sure those damage bonuses from incarnates affect pets?

     

    Yes, incarnates effect pets. Top portion of the copy/paste is with no incarnates slotted. Bottom portion has T3 Musculature Alpha, T3 Reactive Interface and T3 Assault Hybrid. You can see the damage increase in my Bruiser's Hurl and KO Blow due to Musculature. Lines that says "Doublehit" is damage done by Hybrid, DoT fire damage is Reactive. Also any line that says "Bonus Smashing damage" is from the Explosive Strike proc.

     

    Bruiser: Bruiser Hurls something handy at Death Mage for 145.08 points of smashing damage!

    Bruiser: You have knocked Death Mage off their feet with your Hurl!

    Bruiser: Death Mage takes 79.63 points of bonus Smashing damage!

    Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 315.66 points of smashing damage!

    Bruiser: You hold Death Mage with your Knockout Blow!

    Bruiser: You have knocked Death Mage off their feet with your Knockout Blow!

    Bruiser: Death Mage takes 79.63 points of bonus Smashing damage!

    Bruiser: Bruiser pulverizes Death Mage with their Haymaker for 148.7 points of smashing damage!

    Bruiser: Bruiser knocks Death Mage off their feet with their Haymaker.

    Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Death Mage!

    Bruiser: Bruiser shakes the very earth inflicting 132.17 points of smashing damage to Possessed Scientist!

    Bruiser: You have knocked Possessed Scientist off their feet with your Foot Stomp!

    ==========================================================================================================

    Bruiser: Bruiser Hurls something handy at Death Mage for 157.09 points of smashing damage!

    Bruiser: Your Doublehit hits for 58.47 points of Energy damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Bruiser pulverizes Death Mage with their Knockout Blow for 341.01 points of smashing damage!

    Bruiser: You hold Death Mage with your Knockout Blow!

    Bruiser: You have knocked Death Mage off their feet with your Knockout Blow!

    Bruiser: Death Mage takes 79.63 points of bonus Smashing damage!

    Bruiser: Your Doublehit hits for 155.47 points of Energy damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Bruiser hits Death Mage with their Jab for 59.13 points of smashing damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Bruiser hits Death Mage with their Jab for 56.6 points of smashing damage!

    Bruiser: Your Doublehit hits for 24.24 points of Energy damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

    Bruiser: Your Reactive Interface continues to burn for 14.85 points of fire damage!

  3. I am slotted this way and time so my thugs are softcapped all positions and type yet it’s still far too frustrating trying to deal with missions on +4 or x8. The pets do very little damage now and are constantly wiped out in one aoe.

     

    edit: you are also off on thugs. all of the aura io's go into gang war and you only dedicate enough slots to them for that. no matter how you enhance them, they are weak and do very little damage but they are an excellent place to hold all of these uniques.

     

    overwhelming force goes into call thugs. it has a knockdown chance on each attack and these three can frequently keep bosses flopping forever. you put the new sudden acceleration kb to kd in the bruiser.

     

    frankenslot your bruiser and enforcers with every triple stat pet io (acc/dmg/end) as they both have major end issues even if your secondary is time, kin or rad.

     

    I find the +resist io's give very little value overall as all mm primary pets have very little health and simply can't survive any incoming damage that lands from bosses, eb's or av's if it lands beyond +2. the bruiser doesn't even have 1k health at 50. as an mm you really need to approach it as an sr scrapper/brute and work for defensive softcap. this is why on live the goto secondary for incarnate trials was time, usually paired with thugs or bots.

     

    not to say other combinations didn't complete the content, but it's pretty night and day different how often you are replacing pets and nothing is more annoying to me than replacing pets as fast as the power cools down.

     

    My Thugs/Time MM is soloing +4x8 but is level shifted to +1. Also not fighting enemies like Carnies or Malta. Just an S/L farm. What secondary are you using? Do you have Musculature and Hybrid Assault? Without them, the pets damage bonus will be around +80-90%, but with them, around +115-120%.

     

    This is actually somewhat of an old post. Yeh, I know, only 3 weeks old but I've altered each MM primary. Changed the slotting around when discovering the original MM primary pets can now slot IOs that weren't available to them before. Also discovering new IO sets that didn't exist in i23.

     

    This is currently how my thugs are slotted. The empty slot in Enforcers has the Shield Breaker proc; the empty slot in the Bruiser has the Sudden Acceleration KB to KD IO. Every fight is pretty much the same. Power Boost + Farsight, jump in with Time's Juncture to apply -tohit/slow, drop a Distortion Field to hold/slow, and use Time Stop/Slowed Response on bosses. It's not the fastest farmer out there but I'm having no problems clearing.

     

     

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  4. Before shutdown, I ran a KM/NrgA Stalker. It was a gimmick build to try to work newer game mechanics into a single hero.  Stalker Guile proc to get Concentrated Strike to recharge BU, which provides enough +tohit to incorporate Moonbeam into the chain as an insta-snipe. It works out great until AS misses, CS doesn't recharge BU and I'm left button mashing trying to get the chain going again. Checkout the vid. It's a pretty solid chain and put up some good dps numbers.

     

    The yellow ring around the Moonbeam icon means it can be insta-sniped (1.5s cast time). No ring means it's the long, interruptible snipe (7.5s cast time).

     

     

     

  5. I feel that Mercs has improved from CoV launch to i25. They're still not the greatest but underestimated by many.

     

    One of the main complaints was the Medic running into melee to use Brawl, and ultimately eating dirt seconds later. Devs fixed that by suppressing Brawl from the Medic's power pool when upgraded. With i25, all craftable enhancement types, useable by the pets, are open to them for slotting. A major one for Mercs are the Accurate Def Debuff IOs. Now they can equip the Shield Breaker proc to boost their dps a fair amount.

     

    Below is the pet damage data from a fight with a even level Death Mage boss. Keep in mind all this data is from a 10 second battle, initial hit to the DM's defeat. Soldiers are equipped with Achilles' Heel unique, Lady Grey and Shield Breaker procs; Spec-Ops are equipped with Lady Grey and Shield Breaker procs. Commando has no procs but I like the bonus damage so I may incorporate them later.

     

    Single :) shows procs from the Lady Grey IO; double  :) :) shows procs from Shield Breaker IO. The ;D shows the debuff from Achilles' Heel.

     

    Damage procs activated 16 times in 10 seconds, around 84 damage per proc. It averages to about 134.4 dps from damage procs alone. But further testing, with a longer period of time, would be needed to sure-up the numbers. So that each pet cycles through all their powers, multiple of times. Also slotting the Commando with the same damage procs.

     

    Soldiers: Cliffjumper, Beachcomber

    Medic: Tailgate

    Spec-Ops: Smokescreen, Eagle-Eye

    Commando: Ironhide

     

    Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 10.77 points of lethal damage and slightly lowers their defense!

    Cliffjumper: You reduce your targets damage resistance temporarily ;D

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide blasts Death Mage with their Slug for 120.35 points of lethal damage!

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Cliffjumper: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :)

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Tailgate: You reduce your targets damage resistance temporarily ;D

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye snipes Death Mage with their SCAR Snipe for 105.01 points of lethal damage.

    Cliffjumper: Cliffjumper rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Tailgate: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Tailgate: You blast Death Mage for 79.03 points of bonus negative energy damage! :)

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Beachcomber: You reduce your targets damage resistance temporarily ;D

    Cliffjumper: You reduce your targets damage resistance temporarily ;D

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Tailgate: Tailgate blasts Death Mage with their SMG Heavy Burst for 8.49 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Smokescreen: Smokescreen snipes Death Mage with their SCAR Snipe for 105.01 points of lethal damage.

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :)

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Smokescreen: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :)

    Smokescreen: You blast Death Mage for 89.17 points of bonus negative energy damage! :)

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide shreds Death Mage with their Full Auto for 11.88 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye rattles Death Mage with their SCAR Heavy Burst for 12.31 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense!

    Tailgate: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Ironhide: Ironhide blasts Death Mage with their Slug for 120.35 points of lethal damage!

    Beachcomber: Beachcomber shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense!

    Cliffjumper: Cliffjumper shreds Death Mage with their Assault Rifle Auto Fire for 3.61 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate blasts Death Mage with their SMG Burst for 10.7 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Beachcomber: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :)

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :)

    Eagle-Eye: You blast Death Mage for 89.17 points of bonus negative energy damage! :)

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Beachcomber: Beachcomber blasts Death Mage with their Assault Rifle Burst for 12.18 points of lethal damage and slightly lowers their defense!

    Eagle-Eye: Eagle-Eye blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Tailgate: Tailgate hits Death Mage with their Frag Grenade for 11.81 points of smashing damage!

    Tailgate: Tailgate hits Death Mage with their Frag Grenade for 18.46 points of lethal damage!

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Beachcomber: You reduce your targets damage resistance temporarily ;D

    Smokescreen: Smokescreen blasts Death Mage with their SCAR Burst for 15.53 points of lethal damage and slightly lowers their defense!

    Smokescreen: You hit Death Mage for 89.17 points of bonus Lethal damage! :) :)

    Cliffjumper: You reduce your targets damage resistance temporarily ;D

    Ironhide: Ironhide rattles Death Mage with their Burst for 19.81 points of lethal damage and reduces their defense!

    Beachcomber: Beachcomber rattles Death Mage with their Assault Rifle Heavy Burst for 10.07 points of lethal damage and slightly lowers their defense!

    Beachcomber: You hit Death Mage for 79.03 points of bonus Lethal damage! :) :)

    Beachcomber: You blast Death Mage for 79.03 points of bonus negative energy damage! :)

  6. Hey strikerfox, everytime i try to view your build link it gives me an error know what im doing wrong?

     

    Not sure.  It's a Pine's build and may not work in Mids'. Try copying and importing this:

     

     

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  7. This is mostly for MS raids? Repeatedly press 'stay' for the duration of the battle. If you have a gaming keyboard, assign 'stay' to a key and then program the key to pressed every 0.25 seconds. Set the duration to a power's recharge. For example, say you're playing /Dark and your build allows Tar Patch to recharge every 40 seconds, set the 'stay' program to run for 45 seconds with each activation. So every time Tar Patch is up, you know to repress the programmed key. I hope that makes sense.

     

    The keyboard will auto press 'stay' 180 times in 45 seconds (At .25 sec intervals). Note that pets can still be pushed out of position by teammates and enemies. The pets will have nonstop bubbles over their heads, affirming your command to stay.

  8. Rad is great on an MM. The debuffs of Radiation Infection, Enervating Field and Lingering Radiation can make the worst MM primary, top tier. Good buffs/status protection from Accelerate Metabolism, and it has a heal.

     

    Rad's only drawback are Mutation and Fallout if you like to solo. Neither of them work on pets.

     

    Bots should be a good pairing. T2 pet bubbles + Rad Infection's tohit debuffs should make your pets hard to kill.

  9. Everything has a minimum of 5% chance to hit. Players and enemies. A level 50+3 incarnate with softcap defense can still be hit by a level 1, debuffed with -70% tohit minion, because of that 5% chance. That's the reason why +45% def bring builds to softcap. Critter's 50% (to hit/miss) + 45% def = 95%.

     

    Between your MM's Fearsome/Darkest/Twilight, Dark Servant with his CotN/Darkest/Tenebrous/Twilight, and Lich's list of -tohit powers, all enemies still have a 5% tohit. Even if the list of above powers stack to debuff targets to -70%.

     

    Your Fearsome Stare provides -15.75% debuff, Darkest Night another -16.22% debuff and your MM has +12.5% def to everything. That's equivalent to about 44.5% def. 0.5% away from softcap. Cast a single Night Fall or a debuff from Lich/Fluffy, and you're equivalent to 45% def.

     

    Your pets has +14% def to everything (Edict/Call/Maneuvers), except AoE is +29% (CotMM). They're equivalent to 46% def to everything, except AoE is 61%. Your pets are equivalent to being softcap when you have FS/DN active.

     

    I understand you want to create a tankermind, master mezzer/debuff MM but pet damage was sacrificed for more -tohit debuffs, when it doesn't need more, on your Lich. End reduction non-existent in Lich/Zombies. Opressive Gloom and Petrifying Gaze have minimal slotting. Dark Servant, Soul Extraction and Night Fall has more -tohit slotted. Howling Twilight, which is arguably the best mez power in the game, is slotted for a single recharge. Slot Petrifying Gaze with the Lockdown proc, and pick Soul Storm slotted with Lockdown/Devastation procs to quintiple stack a hold on a target.

     

    In the end, it's an MM and will still get you through the game.

  10. I usually go with Body or Weapons Mastery for Superior condition/Physical Perfection. Since the Stalker change, they have become end hungry by using AS frequently in attack chains.

     

    Visit Null the Gull in Pocket D to instantaneously change your alignment, and complete a patron arc to unlock the Epic Pools. See the gull again to revert back to hero when you're done.

  11. I had a zombie/dark MM back in 2012. I focused way more on offense though I'm sure your build will serve you well. Just Darkest Night and Fearsome Stare's massive -tohit debuffs makes Dark a monster in the game.

     

    Recommendations:

     

    Build for recharge so that Tar Patch/Howling Twilight can be used frequently. A teammate does not need to be dead for Howling Twilight to apply it's AoE -regen/stun/fear. Use it to prevent deaths rather than a rez.

     

    Can go light on the pet accuracy slotting. Between Tactics (+11% tohit) and MM's inherent Supremacy (+10% tohit), pets do not miss a often. I usually slotted pets for 30% acc and had no issues hitting +4 targets.

     

    I think Necromancy is one of the better damaging pet sets but needs work to get there. It has a good range of damage types including negative, lethal and toxic.

     

    Slot Grave Knights with Achilles' Heel and Lady Grey procs. They will increase pets dps by a fair amount.

     

    Slot Lich with the Cloud Senses proc. It will increase his dps a fair amount.

     

    Skip Dark Empowerment (T9 power) on the Lich so that he won't have Fearsome Stare and Petrifying Gaze. Without them, he will only cycle through his damage attacks. It seemed redundant that the Lich, Dark Servant and MM all have these 2 powers.

     

    This is bit of a novelty and ends up being a chore to accomplish. Take Burnout from the Speed pool and double Soul Extraction to have 2 extra pets for 5 minutes (Burnout also works with Thug's Gang War and Demon's Hell on Earth). There's a lot of steps to get it done:

     

    Summon Lich - /releasepets - Soul Extraction - Burnout - Soul Extraction - summon Zombies/Grave Knights - Dark Empowerment (T9) - Summon Lich - Enchant Undead (T4) - Summon Lore/Dark Servant. In the end, it's 11 pets. Here's a video of me doing that and taking down a Rikti pylon with them.

     

     

    Here's the old build, updated a bit to include the new IOs. I might remake him:

     

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  12. Wow, that's awesome! Thanks for all the testing. I'm guessing SM's best attack chain would be:

     

    [bU]AS-Hem-MS-Shr-repeat

     

    The main reasons are:

     

    Maiming Slash is just there to add a stack of BF.

     

    Shred can hold the Achilles' Heel and Fury of the Gladiator unique IOs to debuff resistance.

     

    In this chain, Hemorrhage will burn the Blood Frenzy stacks at 4. Because it does not expend 5 stacks, there would be no BF cooldown. It also wouldn't need to worry about activating BU while BF is on CD.

     

    Hemorrhage and Rending Flurry have a base 14 second recharge time. I think IO damage procs will trigger reliably on them.  I have some build ideas floating in my head I will try to put together soon.

  13. SM's damage output doesn't look good on Pine's. How much damage does the DoT do? Like how much damage per tick, how many ticks per activation, what's the damage difference between BF stacks etc. Also what's the cooldown on BF when 5 stacks are used? Also does IO slotting in Hemorrhage affect the amount of damage the DoT does? What attack chain are you using while testing?

     

    I bet SM will be similar to DB. Shine when it's unique mechanic is disregarded.

  14. Hello, I'd like to see this. But unfortunately I cannot seem to import the build to mids. I might be doing it wrong, but I tried multiple times. How do I exactly import this text? I click on 'Import from Forum Post'.

     

    It's a Pine's build. Pretty much the same thing as Mids' but it's updated with i25 AT, primaries, secondaries, power pools and IO sets/bonuses. you can download it from here:  https://mega.nz/?fbclid=IwAR0AlGyVbfejioQvgB8E28izGncWrrkMZR712eOxw-mg-tGWGMQu6VlYXg8#!qFEFTCLQ!XkqDAVafa_48bl7xYa0WFkqGNBVDXApSnpm6Keie3e8\

  15. It's an exciting time to be a Mastermind. Being able to slot Recharge Intensive Pet IOs into regular pets, plus the addition of the second MM archetype IO set, can bring even the worst pets to the next level. Regardless of the secondary.

     

    I put together, imo, what the best slotting for MM pets are to maximize their damage and survivability. With endurance gain and a small amount of accuracy (Assuming Tactics is being used and pets are within Supremacy range). I've always liked making the pets the star of the build over the MM himself. The empty slots are for various procs depending on the primary. Let me know what you think, changes that can be made to improve:

     

    For Beasts, Mercs, Ninjas and Bots:

     

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    |-------------------------------------------------------------------|

     

     

    For Demons, Zombie and Thugs:

     

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |5|
    |-------------------------------------------------------------------|

  16. I remember spending so much time staring at scrapper shield builds because of your thread. Player builds, advise builds, and making my own. I recall one dude posted his build, asking for help. He had no data chunk, just the long list of IOs slotted. Just from looking at the list, I responded, "You're 2% short of 45% melee def," and I was right. Haha!

     

    I think the best ways to get Reward Merits are speed runs of STF or a Rikti Mothership Raid Day. Get 4+ dedicated teams in zone, conquer and repeat. Trade in Vanguard Merits for Reward Merits. I recall one raid used to net around 700-1000 V-merits which can be traded in for 70-100 R-merits.

     

    2rnzbdj.png

  17. I dropped the psi's powers into a dps calculator, and the best attack chain is probably AS-GPB-PB-TB-PB-repeat. I would work to build enough recharge to use that and S/L/M def to softcap, 45%. Bonus if E/N/R def to 32.5%.

     

    1zxaxkm.png

  18. I would avoid Placate and Thunder Strike from ElM; avoid Soul Transfer from DA.

     

    Placate is detrimental to a Stalker's dps. Deliberately going into hide, slows Assassin Strike and slows building stacks of Assassin's Focus. I find it counterproductive.

     

    Thunder Strike's cast time is too long. When teaming, a lot of stuff gets killed in 3.5 seconds. Often it will be a wasted move.

     

    I don't like the idea of Soul Transfer. Needing to die to make it usable. Create an uber build so that it's never needed.

     

    I like to min/max builds and found ElM/DA impossible to get to where i wanted it to be. You might be able to with the changes i24/25 brings to the game.

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