
Meknomancer
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Power boost will bump your heal and increase the defence from hover/weave/maouvres/scorp shield. But thats it. However if you run clarion as your destiny to prevent mez you can hit power boost before hitting clarion for some goodness. But this won't help your squishy ninjas, much better off with barrier and using break frees or drop a pool for sorcery and get rune of protection for limited mez protection. HC have done some good work on the game so attacks aren't all smashing/lethal now which makes things much more fun and interesting so simply slotting for a ton of s/l defence isn't going to carry you anymore. Since your power boost has a 20 second downtime i'm not sure its worth having but if you dump mace for resistance epics your losing out on recharge, its a tough choice. If you slot 5 adjusted targeting in overgrowth and boost them you get an extra 5% recharge and it'll still recharge in the same amount of time. Drop power boost for vengeance, more recharge. Remove the gaussian proc from tactics, you have no attacks so it is doing 0 for you. And endurance can be an issue. A single target hold makes a world of difference. Hold a target that has spore cloud on it, with a single target hold and entangling aura you can get high mag holds on tough targets. T1+2 upgrades look well overslotted, i'd usually only slot like that on necro because they benefit far more from uniques in t2 upgrade. If you took an immob that would help. You'll have to decide if you want defence or not. High ranged defence so you don't get hit as often means you don't get mezzed as often. But getting there requires so many sacrifices i don't think its worth it. MM pets were designed to be expendable, throw them into the mob so they draw alpha before you hop in and apply spore cloud and drop lifegiving.....i'd be using combat jump for this, you have 0 travel speed with hover alone but you can make room for evasive and flight easily enough, just dump the fighting pool. On mine i went for mu, thunderstrike can slot a force feedback proc which solves getting buffs perma. Crosspunch from the fighting pool would do the same. For extra mez protection you could find room for the aegis and impervious skin uniques. I'd want some slow resistance in too, you have none now. Updated my mids but i threw out all my builds so all i will do is toss this on:
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Haven't tried psi armr on any AT yet but it looks fun. Whats it like vs other enemy types?
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So ..... how are we slotting the new regen stuff?
Meknomancer replied to Fergz99's topic in Scrapper
I was thinking of this, not entirely happy with recharge bonuses but hoping it won't be an issue with the ff+rech in. Still looks squishy. CLAWS REGEN - Scrapper (Claws - Regeneration).mbd -
Curious to see how /ice has changed now you have rime as an option over hoarfrost, are players taking the absorb over the extra hp and click. You might have to wait to see some up to date builds.
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Question about Enhancements for Equip/Upgrade Robot
Meknomancer replied to Blue_Daisy_Cat's topic in Mastermind
No problem, was busy editing i think i attached the wrong pic a few times, should be working now. -
Question about Enhancements for Equip/Upgrade Robot
Meknomancer replied to Blue_Daisy_Cat's topic in Mastermind
1-Its not a waste, use equip robot to slot some resistance uniques like the steadfast res/def, the gladiators armour+defence, unbreakable guard +hp and then toss in a resist piece from glad armour/unbreakable for a bonus and boost it. 2-Maintenance Drone will carry you healing wise, upgrade is the power that gives the protectors the heal (you would have to slot heal in them to bump their heal-don't its a wasted slot) Just slot upgrade robot with a boosted heal or a preventetive+absorb piece. 3-It lowers the cost of the power, the cost of the power is so low its not worth using endurance reduction. It won't affect robots endurance, you'd have to slot them with end red for that. And the protectors and assbot really need that end red. Something like this if you have the slots to go all in on maintenance drone. Or pic 2 if your broke just spend your inf on boosters and boost those lvl 50 enhances for max heal and resistance. Upgrade robot could just be slotted with an endurance reduction at this point as the heal won't be helping as far as i know. -
Forgot about this i think i posted one here:
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I didn't look at the builds, if all your after is a tank mm take fighting and leadership and presence pool, slot full pet sets in each pet. Use winter sets in personal attacks. You won't be doing any damage but you won't be taking any either.
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I don't really have a preference between these 2 but i found this so fast i'll toss it on:
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Finally got mids updated but lost all my old builds, no matter they all needed an update anyway. I'm not sure how much help this will be my domi's are all now super squishy 0 defence builds with a tiny bit of resistance as i toss out the fighting pool to get teleportation in. Attached build. You can easily drop tp pool for fighting and shuffle a few slots to hit 33% ranged and bump s/l resistance. tossed a pic on. If you open up on mobs with static field you shouldn't have an issue, its so good now i dropped the chain confuse. @icesphereposted a build on discord somewhere but i have a feeling thats a 0 defence build too. Hit your launcher-discord-scroll down to domi posts and then have a look through there. At this point i'm not certain jolting chain still needs the sudden acc bit slotted to prevent kb when timing is bad with gremlin attacks i've been playing an elec/kin troller a lot more than this lately on hard content and the pets haven't survived long enough for me to notice. I left it in just in case, if its not needed i'll just toss in a proc piece as replacement. ELEC ELEC MU - Dominator (Electric Control - Electricity Assault).mbd Edit: I think thats @icespherediscord post made prior to last issues updated sets. Dominator (Electric Control - Electricity Assault) (1).mbd
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Unless you have a massive surplus of shield walls stored away and just want to toss them in the build you'd be better off with 3 luck of the gamblers in superior invis and weave for a tiny hp bump. Or toss the scaling reactive in with 2 more pieces for s/l res and hp which are probably more useful than any regen bonuses. Endurance on this combo is awful, ill/dark is one of my favourites and i played it a lot when we first got domi illusion, either find slots for stamina, simplest way is just to drop them from superior invis or swap to an alpha like vigor. Since your attacks are mostly procs i'm not sure how much dps you'd lose out on if you swap musculature out. And getting perma PA on these is rough without taking ageless or limiting the build to sets giving nothing but recharge bonuses and dropping all the proc damage so i don't think musculature loss would be awful.
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Bots/dark Mercs/time Demons/marine Necro/ff Thugs/traps Ninjas/storm Random picks i think i have every primary with every secondary except empathy and pain. I just remember having fun with those and bots/dark is still my goto as it was on live. It'd be easier to list the worst. Beasts with anything except /marine. They are almost playable with /marine.
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I have a couple but they are my least used /bio scraps. @Stonposted a lot of stuff on mini maxing them if you can find it in these forums somewhere. Its late here and i'm off to bed so i'll just toss on what i think they look like as i've lost my original builds (pretty sure i run with moonbeam for shadowmeld) but may get around to trying mu or fire sometime. SAV BIO - Stalker (Savage Melee - Bio Armor).mbd SAV BIO FIRE - Scrapper (Savage Melee - Bio Armor).mbd
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Glad you liked it although it is pretty random, you will want to do a quick search through the mm forums and find better mini max slotting for higher level content. If your looking for sapping an elec controller or domi with conductive aura is usually a good bet. I like a kind of golden sandy colour for storm, fits the theme for mummies/egyptian/earth magic toons and its fairly easy on the eyes.
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Without changing any power picks you will not want to slot what you posted. Slotting 6 luck of the gamblers in protector bots was just the starting point but there's so much in there i didn't know what to say. So just shuffled your sets. You could consider mu mastery instead of elec (redside version of elec but better) and stack your thunderclap with thunderstrike and the protector bots seeker drones to max out stuns (i'd still take photon nade if this is what your after), pick up a resist toggle and a travel power. I'll toss something random in to look at. When your making your builds in mids the best tip i can give is never ever ever 6 slot a power with the same set unless: a) your chasing a specific bonus like ranged defense b) your playing a tank There are some sets like reactive or preventetive medicine where you want the full 6 slots for a recharge bonus in which case i'd refer you to point a. In 99% of the bonuses your slotting 6 pieces for something useless like psi/mez/toxic resistance and when you add them all up you have 12.5% extra resistance to those in total (i made up a random number here) that is useless and will benefit you in no way helpful. Either way when you total them up the effect is the same, you get hit by a toxic/psi/mez attack and it hurts just the same as if you hadn't slotted them (the difference is negligible) So look at the bonuses in the sets and specifically look at the 6th set bonus and ask yourself, is that bonus stacking with any other bonuses that will help me? Slot for recharge. Slot for damage. Your an mm so damage bonuses are irrelevant too. In the case of the 2nd build you'd be knocking down the mobs with gale (without knocking them back) dropping freezing rains debuff, pin them in place with electrifying fences, stack the thunderclap+thunderstrike stuns and throw static discharge at them. You mentioned sapping them with static and ESD. Not happening, you'll drain a small portion or a large portion (50% with ESD) of their end but not enough to prevent attacks coming in. And you'd have to waste the power by slotting end mod sets in it, if you look at the bonuses they give you'll realise after 5 seconds of play your better off with damage sets. You'll still be a themed bots/storm/elec type character, you may have a ton of fun with it too but i bet that fun is 90% related to the secondary of storm 9% the bots and 1% the elec powers. Its a great combo tons of fun and as long as your having fun thats all that matters. But when you really start enjoying it and get to higher levels you'll want some sort of aim in mind when building it in mids. Deimora - Mastermind (Robotics - Storm Summoning).mbd BOTS STORM - Mastermind (Robotics - Storm Summoning).mbd
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Messing about with this now, seems to be ok, i did post one years back and it used to be very popular but i haven't seen any posted since they updated tk and levi as a combo. MIND PSI - Dominator (Mind Control - Psionic Assault).mbd
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Great guide. Its the first time i had the patience to run through all the ourob badges. I thought Prismatics just had the 2% chance to drop upon mish completion though, i didn't see any drop as mish rewards during my run through.
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Best one i've seen was @Sir Myshkinin his proc post. If you can find it, i forget which AT forum its in, may have started as fender/tanker but its there somewhere and looks something like this: Best thing about it was it skipped the graphically awful rock armour so it still looks cool and manages to keep decent defenses and resists as well as being a bit of a beast. I doubt this is an exact copy i may have fiddled with it a bit but it should be close if not identical. You'd be better off finding the post itself for whatever incarnates it runs. EARTH DARK - Controller (Earth Control - Darkness Affinity).mbd
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There's a good reason you don't see any of these running about and there's so few posts the only 1 i could find was a theoretical build from 2021. I won't pop a mids on as its not a combo i ever played but i'll toss the link on. All i can say is good luck and i hope you like repositioning yourself a lot as its probably a very busy/awkward toon to play 🙂
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I might consider dropping rise of the phoenix and arcane bolt. Phoenix will hardly see any use and arcane is unslotted so i'm assuming will be completely unused. Take spirit ward as your first sorcery pick and toss the preventetive in to get and extra slot and a power pick (like vengeance for an extra luck of the gambler) I've played a fair few /dark trollers and they work much better on maxxed out recharge so i try to aim for perma fade/soul absorb without being too reliant on the ff+rech firing off in bonfire. It does help alot if your hitting at least 45% ranged as you don't always have time (or in my case i just forget) to apply darkest night to cover that defence gap you have. Slotting shadowfall and fade with a mix of defence and resistance will really help you out surviving when you do take hits, even with fades defense debuff protection its nice to have slightly higher resists than you have. If your taking sorcery for flight i get it, if your taking it for rune i get it, if your taking sorcery just to get rune for an anti mez clicky you could always swap in psi mastery and get a perma indomitable will clicky, you'd still have what i consider a better aoe in psi nado. But if fire is necessary for theme i'd consider @Camelbuild and get your defence and recharge up. And just take clarion. The reason its not looking well rounded is because you have no single target damage outside of a procced hold which puts you totally reliant on dot damage from hotfeet and bonfire and the imps tickling stuff. Try tossing slots into arcane bolt or taking ring of fire or fire blast so you have something to throw at bosses. Its much more fun than standing there clicking the hold over and over vs hard targets if you can get some sort of single target attack chain. I'll admit this is hard, slots and power picks are tight when your chasing recharge and defence and resistance all at once on a controller. Aim for something. Its always better to build that way.
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Yes they can, there's lots of different approaches though. Minimaxxed dps with amplifiers, insps, base buffs, incarnate barriers. Cone blasters sitting at max range with softcapped defence cycling control cones. The best ones are usually playing in melee/kiting where they can take full advantage of the secondary and they will annihilate +4/8 content. A blasters nuke will take out pretty much everything but a couple +4 bosses and a few single target attacks will finish them off. My first +4/8 blaster was a fire/devices, all it needed was caltrops and bonfire and rain of fire and gun drone when the nuke was on cooldown. Its hard for mobs to fight back when they are trying to run away.
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I haven't tried it since a day 1 fire farmer but isn't the entire concealment pool 3 power picks for 3 luck of the gamblers still a worse pick than hasten on its own? If your chasing recharge. Never mind i'm guessing its for the attack chain when exemped. Piercing beam is a heavy hitter, throw a few procs in and it does almost a full 1/3 extra damage.
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So since it was /energy secondary i recommended hasten. Why? Power boost and energize. And to get the nuke up faster. Combat jumping because it provides the best mobility and some immob resistance allowing you to kite melee attacks or melee ranged nukes. Mobility is pretty useful on squishies. And because not all players take the fighting pool and if you skip weave you want some immob protection. You lost me in the 2nd sentence when you mention global recharge from WO. They have no global recharge. As to the builds we clearly chase different goals to suit different playstyles. I hate 6 slotting full sets, i still dislike my own sonic/nrg simply because i chucked a couple mako sets it to get some ranged defense. I'd rather have recharge bonuses and proc damage. I'll never understand 6 slotting things like the entire shield wall set on anything but tanks , will that toxic/psi bonus make a difference, does that end/rech help out your blue bar? No in both cases. I look at my builds and try to figure out why i slotted each power the way i did. I look at other players builds and don't understand them, are you 6 slotting powers for a particular reason, chasing specific set bonuses? Which ones?
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Those are some odd picks, way too many attacks from beam but if you toss in some random stuff it maybe playable. 40% ranged, about 45% with power boost but its got downtime. Pretty late and i'm tossing stuff in at random. All i can ask is....why no combat jump or hasten and why do you need every power from beam? They animate slowly and you can get away with 5 for an attack chain, kind of makes sense if your exempting but still seems a bit much. BEAM NRG WUT - Blaster (Beam Rifle - Energy Manipulation).mbd