
Meknomancer
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Just based on your power picks i can see why you had problems right away. You skipped Rad Infection. And you don't have hasten. Or any immob protection. When your making builds do not just 6 slot sets for the sake of 6 slotting sets. Look at the bonuses the give. Never toss in hammi's for the sake of tossing in hammi's. Slotting them for end red or recharge makes sense. Slotting them for damage in powers that do no damage makes no sense (your enervating field) Also power boost. Slotting it for end mod doesn't help. Most obvious changes i can see are to drop assault for rad infection. Drop vengeance for combat jumping, you need some immob protection ( i bet those freakshow stunners were a problem) Without hasten or some force feedback+recharge slotted you aren't hitting perma AM. Easiest way is to stick hasten in, but M30 nade with one slotted will fire off pretty much every mob getting your recharge up. Rad can be rough going on an mm, getting rad infection+enervating on a mob takes time. Try hitting the mob with infection-lingering rad, this slows them down and they have their to hit debuffed, then apply enervating. It seems back to front, you'd usually want enervating and lingering rad on for slow and damage, followed by the -to hit - defence but you and your pets are squishy. If i were you i'd drop mace mastery for a resist shield. Either way your getting hit a lot but with scorp your just taking way more damage. Market Crash can be very painful now, a lot of the damage is fire typed from the skyraiders and your not dodging any of that. Power boost before applying the debuffs helps bump your defence so your avoiding a little but theres so much incoming damage so fast i don't see it helping a lot. Your debuffs are only useful when the mob is tightly packed and on that tf they never are. Your only mitigation is choking cloud which requires you melee, lingering rad which slows them down, rad infection to lower to hit, M30 nade as soft control to knock stuff down. Your M30 nade is scattering mobs because you have no kb/kd slotted- you need mobs as tight and close as possible for debuffs to be effective. Try and get some slow res in (easiest way is a winters gift io) On a positive note, rad debuffs are top notch when it comes to taking down single hard targets. So in order to fit in infection and combat jumping: Agent Storm - Mastermind (Mercenaries - Radiation Emission).mbd
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Been using this old build on 2 bio/spines for a few years, good for exempting, standing about not doing much while mobs evaporate, not great when you start to hit harder content unless you got some team mates helping out. BIO SPINES - Tanker (Bio Armor - Spines).mbd
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I meant one of those. Ageless it is. Your end drain just from running all those toggles is over 2/3 of your recovery.
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Put the miracle in health, put the preventetive in vengeance. Have to assume your going ageless/cardiac/vigor at 50 and running recovery serums to get you there. A single attack chain and your endurance is gone.
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Very old build. I'd drop fighting pool now for M3O Nade and Trip Mine and change the pet slotting. But this is a pretty safe to play build with roughly 45% to melee/ranged/aoe and 75% s/l resists and 50% slow res. MERCS TRAPS - Mastermind (Mercenaries - Traps).mbd
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Yup. Haven't tried it yet. More of a planned respec if i ever get round to it. Beasts and Thugs are my least favourite sets combined with /marine but its such a good secondary they still work really well with it. BEASTS MARINE - Mastermind (Beast Mastery - Marine Affinity).mbd
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Not a popular combo , so not surprised there's nothing posted. Have you tried: Pretty sure i saw a dark/elec sent in there somewhere.
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GRAPHICS GLITCH / MOST TEXTURES ARE COMPLETELY BLACK
Meknomancer replied to Dr Nemo's topic in Bug Reports
Gotta remember how old this game is. With newer comps you'll need to fiddle with graphics settings. Menu - Options - Graphics and Audio. You want to scale the Gamma til you get the light/dark ratio you want iirc. Its been a while but when i got a new comp i had issues with the game being so dark and that was the easiest fix. -
Of the options you listed at the top: Necro/Cold Mercs/Elec Ninjas/Time Played them all and they are all excellent combos. Ninjas are pretty squishy, they make up for it by killing everything so fast they usually don't have time to die. When some of the mm's got a bump a couple issues back ninjas were amongst them and they pop crits often enough to make /ninja blasters and stalkers jealous.
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Anyone have a strong, updated Fire/Dark build?
Meknomancer replied to Story Archer's topic in Controller
In the last 4-5 years i can only think of the minor change made to bonfire a few issues ago, not something even worth bothering about it makes almost 0 difference and i'm still running my 4 year old build. Dark hasn't had any changes on HC and fire control is still fire control. Any of the builds posted can be considered up to date relatively speaking. -
I'm not gonna go into detail a lot , there's too much. Drain Psyche needs to be perma- so you need hasten and it wants some heal in it, it'll heal you through damage taken You need a ton of recharge bonuses but have 4 slotted powers like manticore in snipe that would help you get there. Psy Shockwave is a heavy hitter. It wants 6 slots. M30 nade is superior to flamethrower in terms of what you can slot, when you get it, soft control. Skip repulsion bomb and repulsion field you won't have the slots. Juts take personal force field and throw in a luck of the gambler 7.5%. Good panic button. Without changing massive amounts of stuff (like swapping flamethrower for M30 nade) something a little closer to this. You have drain psyche so def/res/healing/endurance isn't an issue like it is on a lot of other secondaries so long as you can hit enough enemies with it. Its late so i probably missed obvious stuff but i'm falling asleep. Like your incarnates. I swapped a few of them. If i were to play one now i'd skip all def and res and rely on m30nade for drain psyche go for 50% slow res and as much kb protection as i could get. It would be very squishy. And the last one, old skool agility build, toss in winter sets til defence sticks. General Graham Juno - Blaster (Assault Rifle - Mental Manipulation).mbd AS MENTAL - Blaster (Assault Rifle - Mental Manipulation).mbd OLD SKOOL AGILITY - Blaster (Assault Rifle - Mental Manipulation).mbd
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Targeting the forts and tarantula mistress and queens with freezing touch right away and hoping it'll recharge fast enough for a 2nd application before they murder you. Or slotting energy absorption for end drain and getting it off twice sometimes can be enough to get them running away. Or...turn off icicles and frozen aura-sleep. But that rarely works on bosses. With tough/permafrost and icy bastion theres room for 3 imperviums and an aegis which could help but where would you pull the slots from? 6 slot ice sword with hecatomb. 6 slot frozen aura with armageddon. 6 slot frost with ragnarok/posi set. You can easily hit mid 50s on psi resist but i don't see the point its one of the rarer things to worry about unless your going +4/8 vs arach/carnies. I'd much prefer high recharge. With shadowmeld you'll be hitting 42'ish psi defence with a single luck of the gambler 7.5%. I took frozen spear because i wanted icex3 and hate moonbeam animation but i can see why you'd want it.
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It is a ton of fun. Its still an end hog and i wish i had more slots and recharge for energy absorption. I was originally running with frigid wind, straight swap out for cross punch. Ran out of slots i would like to have a fury of the glad/sandman heal in frozen aura. Levelling up ice patch is great when your solo and have time to herd stuff up with chilling embrace, in teams especially later on by the time you drop it someones nuked the mob. Frozen Spear hits like a truck but so do all the snipes procced out. Havent tried the - recharge proc in chilling i'm not sure how often it'd fire off and i do like stacked slows, its also an end heavy toggle. Pretty sure its gonna get yet another respec, i can't run all those toggles, leadership has to go. I couldn't keep them up on a Market Crash vs +4 Freak rezzers who were dropping drain patches and energy absorb wasn't recharging fast enough for me to fill up the blue bar.
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Haven't seen any of these being played but since its the holidays i decided to roll one. Icex3 tanker was my main on live and i loved it, but i wanted to try the new ice epics. After a couple days play i realised the pet is useless, ice bolt does 0 damage, shiver is useless and even procced out with its massive range frigid wind just doesn't recharge fast enough and its damage wasn't worth the wait and it was sucking slots from other powers. So as always with my ice melee toons i ended up dropping stuff to put cross punch back in. I've respecced once already but before i go again i was hoping someone who has played one would look over it and let me know if i missed anything useful. Ignore the titles (i was planning to run one with just cytos in the armour to free up slots), CYTOS is current build, NRG RES prospective build. ICEX3 CYTOS - Scrapper (Ice Melee - Ice Armor).mbd ICEX3 NRG RES - Scrapper (Ice Melee - Ice Armor).mbd
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I try to give myself another option when i can, one that will allow me to take something more useful. An epic aoe/enflame/wall of force. Any of those 3 will take a ton of procs, wall of force is good soft control and can take an ff+recharge and tends to be way more useful at keeping entire mobs on their backs over an aoe hold. More often than not i will 5 slot the will of the controller set and toss the chance for damage into the st hold or something that i'm firing off regularly. Solo damage isn't an issue but in teams i don't have time to wait for stuff to recharge and players are moving so fast you want to contribute as much as possible, especially when teams speed run and feel like they are carrying you just because your playing a troller.
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Storm / Marine : aka We're gonna need some bigger slots
Meknomancer replied to Carnifax's topic in Corruptor
Agreed. I only meant that its not worth the 6 slot investment. And i don't rely on it to keep the green bar full, if it gets to the point where you need a heal then its usually too late. -
Storm / Marine : aka We're gonna need some bigger slots
Meknomancer replied to Carnifax's topic in Corruptor
Yup my bad there, i've been slotting with the overwhelming, ff+rech+some frozen blast pieces for the knockdown inside storm cell and i'm pretty sure i don't need the overwhelming its more for the damage. -
Storm / Marine : aka We're gonna need some bigger slots
Meknomancer replied to Carnifax's topic in Corruptor
Your right about Reunion, yesterday was the first time i've tried getting some tf's going only to check online numbers and see indom with a higher population. And its the same today. Anyways....congratulations! You've officially gone for the primary with the longest set up time and the secondary......with the longest set up time. I rolled one of these a while back. If you like to solo this is perfect. If you like to team get used to soloing in the team as you'll need a good 10-15 seconds to get stuff going (it feels like a lot longer) picking out your target for shifting tides, dropping tide pool and storm cell before you can line up attacks and by the time you've done that the team/tanker has killed/dragged everything on the map and moved on to the next mission. This means running ahead of the team and setting up before anyone else arrives and messes up the mobs location. Some obvious stuff. Jet Stream repels. You fire that off and all that set up is going to waste, you'll throw the mob out of tide pool and storm cell. So some kb/kd slotting. Don't bother with overslotting Soothing Wave. Its not the heal it looks like. Its half a heal and half a debuff. Try and get some end mod in Toroidal if you can, especially if you plan to run a few toggles. Tide Pool doesn't need recharge. A slow piece will do or the Mistrals slow/end boosted. Shoal Rush is nice but with all that set up time its just another click and its not doing any damage. Shifting Tides is end heavy, like double a leadership toggle. In prolonged fights you'll want some end red in it. Pet Peeves. Thunderstrike and Artillery Sets. But thats just me. I'd rather give up all my defence and slot for recharge and damage than slot those sets. And i'd want some slow resistance. Like 50% at least. Barrier Reef doesn't fly with you. It'll hug the deck. So if you don't run group flight (and why would you on a corr) you'll want to be close to the ground for its benefits. But you don't have any immob protection (cj/weave/evasive) Consider dropping some attacks and making a smoother/easier attack chain for something like combat jumping. Just noticed the cheap part of the name of your build so i take back what i said about the thunderstrikes/artillery pieces. -
Ok i found the pic of the build i was suggesting you go off, 95% slow res. My advice wasn't that great, i think i said you could pretty much slot any way you wanted and get away with it. Which you can for about 95% of the content. BIO RAD SLOW RES - Tanker (Bio Armor - Radiation Melee).mbd
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My back up plan involves running away or dying and providing the team with veng bait. My primary control is to kill stuff before it kills me, doesn't always work but it is fun.
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The problem with the troller aoe holds is they take so long to recharge so i tend to skip them. But if you can get enough force feedbacks into the build...thats a different story. On the earth/dark volcanic is pretty much available every mob rather than every 3 mobs.
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I did make one of these, the only problem is i have an earth/dark and its a bit of a beast and fade let me skip the ugliest epic armr in the game (i went earth mastery on both) whereas with /marine i feel kind of forced to take and run it. I do like the look of @Maelwysbuild its a lot cleaner than mine, i'll throw it on and you'll be able to see where i was going. If it takes procs it got procs. I always proc out Volcanic , i didn't have slots for animate stone (or shifting tides/barrier reef) so they got minimal. EARTH MARINE - Controller (Earth Control - Marine Affinity).mbd
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Is that mine? I don't think i've 3 slotted hasten since live. I've been messing about with another, its not great but it gets by. For some reason the only time i prefer spines over rad melee is on a bio tank. I'll toss it on anyway. I play the spiny way more, i suspect its because it exempts so much better having a low lvl pbaoe in spine burst. Wrong build, edited to current. BIO RAD - Tanker (Bio Armor - Radiation Melee).mbd
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some questions about /marine with a few different pet types
Meknomancer replied to R jobbus's topic in Mastermind
1) I run with whitecap and M30nade, whitecap gets the fury of the glad proc, M3O gets the ff+rech. Yes i'd be dropping assault, i would try to fit in both. With whitecap you can just use it and hop/fly backwards out of range, on av's+gm's you'll notice the extra -res stacking up with brine. I never skip M30 nade, on mercs i want max rech for serum when low lvl/exempting and with /marine i want power of the depths perma. You can never have too much recharge. Its also nice soft control. But since its just the ITF you won't notice that so much with cims having so much resistance to kb/kd (i blame the engineers) but you will notice the ff+rech firing off consistently. AT 50 with a t4 barrier toroidal and power of the depths and barrier of the reef serum maybe superfluous but i prefer to have it regardless. Something you'd have to test by dropping it. 2) You'd pop the t2 first and use both upgrades then summon the t1+t3 and give them the 2nd upgrade, something to do with t3 firing off swarm missiles more often instead of just the laser and t1 doing less kb (or something) which i think you'd have to do every time you zoned so..... i rarely bothered. But i'm almost 100% certain you can forget all that since bots got the upgrade a few issues back. I actually preferred them when all the damage was loaded into the t3 but they are easier to level now than they were before with the damage spread out a bit more evenly. Not that that matters if you just PL it to 50. It does help if you like to exempt. -
some questions about /marine with a few different pet types
Meknomancer replied to R jobbus's topic in Mastermind
I have none. I don't take a lot of notice or do numbers when it comes to av resistances to stuff like that. I do know Rommy is particularly susceptible to slows which cocoon does. But i only know this from years of playing kinetics and hitting him with siphon speed. I can only make assumptions. Web envelope recharging faster on the mercs allowing you to reapply it faster? Try slotting it with 5 grav anchor or something similar if you haven't, i just use it for slow res and some procs for damage vs mobs because i hate flyers, its not gonna make a lot of difference dps'wise vs a +4 av. My testing on the bots/marine was just messing about in general content and teams i haven't tried it solo vs anything except the seed of hammi and i couldn't get it below 70% before it popped all its buffs back up. I didn't see the point in trying it against standard gm's/av's that i know it will beat and its the winter event so i'm working thru about 600 toons on 4 servers. There's a lot more knowledgeable players about this stuff, hope 1 of them can help.