
Meknomancer
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Everything posted by Meknomancer
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Good question. I can't remember. You could pop onto beta, create an instant lvl 50 and slot it and test it out.
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Corruptor - Electrical Blast/Electrical Affinity
Meknomancer replied to alphaulfric's topic in Corruptor
Mids Reborn -
Junk build. Flight/Thunderstrikes/Artillery pieces. You could take out all the more expensive pvp pieces and just run with a t4 barrier and still hover around ranged softcap. Or you could toss in a bunch of purple sets/damage procs really go all in on recharge, swap in soul for mu and get a nice soul drain and power boost and run ageless and just forget about defence altogether and kill everything faster than it kills you. CHEAPSHOT - Corruptor (Archery - Storm Summoning).mbd
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Corruptor - Electrical Blast/Electrical Affinity
Meknomancer replied to alphaulfric's topic in Corruptor
Last power is empty for tactics/evasive manouvres/defibrilate ELEC ELEC - Corruptor (Electrical Blast - Electrical Affinity).mbd -
Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
I run a time/dp fender and power build followed by farsight bumps defence massively the same way a power boosted one would, but the numbers drop off once PBU drops. Its been so long since i ran mace mastery with anything but bubbles i haven't checked to see if PB is maintaining the numbers on farsight. Its not the only reason i prefer the resist epics over mace but watching the defence numbers drop after 15 seconds in game after putting together the build in mids is disappointing. If mace maintains the defence then i may give it another spin. I do run a lot of corrs with soul for power boosted clarion for soloing av's and just like the mm's they seem to work way better with a resistance epic (for me) Appreciate the response, worded better than anything i could come up with other than i just don't have a clue about the maths of it or why mids doesn't show the diminishing numbers. -
Its got half decent resists but theres some serious problems with it. The 6th slots in scorch/fire sword circle/cloak of fear/laser beam eyes are doing nothing to help it. They are all defence bonuses on a build with 0 defence. Stamina has no performance shifter +end. Dark regen has no theft of essence proc. Health has no panacea. No kismet +to hit in the build. Turn on cloak of darkness and weave and you get some middling defence but endurance issues. It only has 30% slow resistance. I suggest you check out some other /dark armour builds. Just type dark in the brute AT section search box. You'll end up with any post mentioning the word dark so you get the melee builds too but there will be a good few well built /dark armour ones in there somewhere, just scroll a few pages in. Something more like this. Still doesn't have great slow resistance. FIRE DARK - Brute (Fiery Melee - Dark Armor).mbd
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Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
You can just take any power you want. Then put in enhances to get the recharge/damage/defence/resistance you want. Straight from wiki: If you are participating in an online multiplayer game, you might see people using the term "Proc." The acronym is not easy to figure out. What is the definition of Proc? Proc stands for Programmed Random Occurrence. How Proc Is Used Proc is a computer gaming term that rhymes with "dock." Proc is used as both a noun and a verb to describe whenever a random gaming item activates or a random gaming event occurs. In this case, its the enhances with a chance to do extra damage/special effect. Touch of Lady Grey: Chance for Negative Energy Damage for instance in the mastermind pets. Softcap: Soft Cap - Unofficial Homecoming Wiki Evasive manouvres- it increases flight speed and control and prevents immobilization. And slots a luck of the gambler 7.5%/winters gift slow resistance/blessings of the zephyr etc. Grou Fly. I love it, Homecoming changed it form the original game, its much better now. Why take it? Mercs are all ranged, if they are out of range of melee attacks they die less. Mercs are slow, group fly lets them keep up when you are in large zones or maps. Group fly can be disabled at Null the Gull in Pocket D if team mates find it annoying. Or its easily turned off. You do not need it. Its just an option. Not much difference between the 2 builds. I was just showing you how easy it is to move slots and enhances around if you want different powers but trying to stay near the 45% softcap. If you want mace and powerboost you can easily take those. Its hard to build for another player without seeing the other players powerpicks. What powers would you take? What powers do you like? All i did was put my 1 of my own builds for mercs/time. Its not the best build. Its just the way i like to play with the powers i want. You need to work out what powers you like. Then put slots in. Then put enhances in. Then shuffle slots and enhances around to get the defence and recharge you want. For example. No attacks. Just a few clicky and distortion field. Mace mastery and powerboost. All i did was shuffle slots and enhances from the above builds. It still says mu but its not. MERCS TIME MU - Mastermind (Mercenaries - Time Manipulation).mbd I don't understand the numbers they look way too high. No idea why. Ah, i see it now. Turn off hybrid support core. -
Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
Don't apologise for the translation i was just wondering what language it was. If you want more damage from pets just check out any post by @StrikerFox. They have ton a lot of work testing pet damage and maximising it with extra chance for damage pieces in the pets. Powerboosted farsight only lasts 15 seconds but some of the defence stays with you. I do not know the mathematics of it or even how it works exactly- i do not trust it anymore, its another reason i prefer using a resistance shield like mu or soul. What i see in mids is roughly what i get in game. Powerboosted farsight from mace will show very high numbers- but mids will not show you how far those numbers drop after powerboost wears off. Just taking my original build and throwing in procs in the pets and the fighting pool and flying gives you this: MERCS TIME MU - Mastermind (Mercenaries - Time Manipulation).mbd Or this. You can really do whatever you want, its up to you what powers you want and how tough you want to be, how much recharge you want in your build. How much damage you want pets to do. What power pools you want. You can play about in mids til you get exactly what you want. MERCS TIME MU - Mastermind (Mercenaries - Time Manipulation).mbd -
Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
I don't think there's any way to see pet stats in mids. You can go on beta and create a lvl 50 instantly and slot it for 0 if you wanted to see exact numbers. When you mouse over the skill it will show how close you are to 100% in that area. Anything over 100% does not count and thats when you see the red. So if you turn off musculature alpha you will see pet damage drops below 100%, turn it back on it goes over 100% and goes red. The changes you made didn't raise the defence. You have vengeance turned on. You lowered the defence when you removed the winter set entomb in time stop, it gave ranged/energy/negative energy/fire/cold/aoe. A lot. Mids is showing you with 71% smashing and lethal and 69% energy defence. That number drops, 15 seconds roughly once powerboost fades. You still get decent defence from powerboosted farsight but for some reason mids only shows the immediate effects and not the actual numbers 15 seconds later. They will be lower. Theres a rule of 5 when it comes to most enhances. 5 luck of the gambler 7.5% recharge. No.6 and no. 7 don't count. 6 slot farsight with reactive bits. You dropped time crawl and time stop, together they are a large - regen debuff on hard targets, but you do not need them in build. You dropped M30 grenade, it had a force feedback in to get recharge high. If your numbers are right in mids you got perma serum without it which is impressive. The 5th Dark Watcher in TJ gives you a damage bonus that only applies to you, you just gave up all your personal attacks so thats a waste. You put 3 purples into Distortion Field, put all 5 in for recharge bonus. Or 2 slot with stereocilla exposure (Hammi enhances) By putting mace patron shield in you now have 0 resistance to anything when you get hit. That will hurt. You don't need tactics heavily slotted when you have farsight. The gaussian piece will only fire off on you (almost never) and you have 0 personal attack to make use of it. The 4th thunderstrike in burst gives an accuracy bonus. You already have more than you need. Click totals. Bottom left. Recovery. End Drain. If end drain is more than half of recovery it often means endurance issues. I see you translated the above post into spanish or portugese? Hope all this makes sense 🙂 Made a couple modifications. I realised you do have burst still so you have at least 1 attack. MERCS TIME MU v3- Mastermind (Mercenaries - Time Manipulation).mbd -
Flashbang/Tear Gas then Liquid Nitrogen/Sleep Nade for the best effects. Firing off sleep nade/LN on their turns out to be a complete waste of time dps'wise. If you want the damage component from the latter 2 it only seems to be effective to fire off one of the first 2 initially.
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Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
Its fine on teams at +4, i never tried soloing +4's. Did a lot of itf's at that rep with no problems and i'd just hop into rooms herd them up with times juncture and stick the pets in the centre with a macro. Don't see a lot of tf content run at that rep when teaming except in cimerora. Solo i just run at +2/8 pet damage isn't fantastic it just takes too long to kill stuff. -
Help with MM Merc/Time build with IOs and incarnates plz
Meknomancer replied to chusski's topic in Mastermind
My old mercs/time (old'ish) a favourite i ended up with 3 of them on different servers. Used to be a great solo gm hunter before page 7. I haven't tested it solo since. Could probably do with some fiddling enhances'wise but i never felt the need. MERCS TIME MU - Mastermind (Mercenaries - Time Manipulation).mbd -
Tell me about it 🙂 i often find myself crafting ageless as it starts to suck wind fast but the recharge from all the ff procs is too much fun to give up. I have no problem swapping in mu mastery and taking powersink if i run barrier.
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As needed. I sometimes run with resilient alpha too, i find that helps but its a loss in damage from intuition. There's so much to hit debuff you don't need the heal that often with decent ranged defence and high resists. Or what @EnjoyTheJourneysaid. Although i havent tried that yet. I have run it fully 6 slotted with a theft proc and 5 nictus pieces, good bonuses but a lot of slots and i tend to have to give up recharge bonuses which makes me sad.
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The numi proc would be better in health if your removing the heal from life drain. I'd put it there anyway with the panacea+miracle. I'm not sure what difference the regen bonus is making with 2 numi pieces in, i assumed it was just there because you wanted the heal piece in. If your running barrier with 30% ranged def then yes you'll need to keep it over ageless. I slotted my life drain with 3 thunderstrikes acc/dmg, acc/dmg/end, dmg/end, the theft proc, 2 preventetives, absorb proc and heal. But i run with 40% ranged and barrier and needed the ranged def bonus and the s/l resists to go with my epic soul shield.
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What destiny are you using? Only things i can think of are a theft of essence proc in life drain/an end mod in stamina/recovery serums/ageless- but i don't see where you'd get the slots from. Are you just skipping dark grasp entirely in your rotation? , the ascendancy proc will stack 2-3 times easily in that.
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With a little fiddling you could hit 45% ranged quite easily. Don't bother with the OF in gremlins, if they both use a kb on a target at the same time or the same time as a teammate, that target is getting kb'd, knockback to knockdown enhances do not work on them. Easily ranked as the least helpful/most annoying pets in game. With piddly damage to go along with that. ELEC PSI FIRE - Dominator (Electric Control - Psionic Assault).mbd
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You could really bump the recharge with a force feedback proc in heavy mallet/fissure/carrion creepers. Swap the shield wall pieces for the reactive ones in weave to get some s/l res, thats better than regen. Defence numbers look great til you turn off powerboost and realise theres over 20 seconds downtime with hasten on and hasten isn't perma unless you go with the force feedbacks. Without perma hasten you lose perma mind link and defence numbers will drop drastically. Do you need vigour alpha? Swapping 3 enhances doesn't seem like a drastic loss in dps; PLANT EARTH - Dominator (Plant Control - Earth Assault).mbd
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I wasn't implying you needed dominate as a procced out dps hold, i was just curious as to why a sleep. Dominate can easily be used as a mule for apoc/unbreakable sets and if your running the damage aura will the sleep really be that useful? I guess you'll find out after playing it, i'd be interested to know.
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Unionite pre-merge returns! Needs Tanker sets help. Heroes Wanted!
Meknomancer replied to euNoir's topic in Tanker
When i get stuck i go here: Unofficial Homecoming Wiki - A City of Heroes Community Wiki It answers 99% of my questions. And stuff i didn't even know to ask. -
Just out of curiosity why mesmerize over dominate?
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Mind/Fire (or Mind/Dark cos it gets a self heal), my first domi on live and its still one of the most team friendly/easy to solo through radio's and tips, can be bullt as expensively or cheaply as you want and requires 0 previous experience with either domi/troller or their power sets. 3 controls by lvl 4 and when your stuck soloing thats all you need. Sleep 1, hold 1, toss 1 up in the air then use the secondary to 'arrest' them. Higher levels you get tons of mob control to help out teams and domi's get some great epic/patron power picks. Really hard to go wrong. Nothing wrong with grav although it does render a lot of your single target attacks in secondary irrelevant when you have lift/grav distortion/propel but this can be a good thing allowing you to make all sorts of interesting power picks. The pet can be mildly annoying on teams as it flings mobs around and unless you have a knockback-knockdown slotted in wormhole nobodys is going to thanks you for scattering mobs. But neither of these is a good reason not to enjoy playing the set. Its still tons of fun its just not as control friendly as the other sets unless you love chaos. And a lot of us do.
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Build Advice/Review: Plant-Thorn-Mace
Meknomancer replied to Spellbook-Everlasting's topic in Dominator
Domi builds will be high recharge dps with no def/res or high recharge ranged defence with a resist epic or high recharge smashing and lethal defense builds running ice/mace epic. So if you were looking at a build with 0 def/res it was probably built for high recharge/damage, probably proc heavy. You don't have high recharge. So- Hasten, you want that as your no.1 power pool pick unless you specifically have to skip it for thematic reasons and have another way to get perma dom from set bonuses. You don't have high defence either, your s/l defence is kind of sitting in the middle of the 32.5% luck insp needed or t4 40% barrier build or the straight 45% softcapped. You have fighting/leadership/stealth, 1 of those should go for speed pool and hasten. Toss the resistance uniques in tough , steadfast and gladiators will give you an extra 6% defence. If you toss a blessing of the zephyr in superjump you'll get 4 points kb protection, domis don't usually need much, you could drop acrobatics. Gaussian proc is best slotted in build up. Carrion Creepers slots a force feedback+recharge which could help but it won't be enough on its own. You have 6 places to slot the luck of the gambler 7.5% but only placed 4 in the build. Creepers doesn't need lyo piece. Its really late here so all i did was shuffle a few things, now its 40% s/l def with perma hasten/dom but still needs work. Something to look at: Ouchie Dominator (Plant Control - Thorny Assault).mbd Or this PLANT THORN - Dominator (Plant Control - Thorny Assault).mbd I'd go with something like this and just fold space mobs and melee them, relying on force feedbacks for recharge (turns out this build is a ton of fun....with a tank, solo its extremely squishy as i discovered after trying to solo the phalanx on an itf, may have to do some fiddling to toughen it up) PLANT THORN 2 - Dominator (Plant Control - Thorny Assault).mbd -
Looks like a grav/ff build posted. Gave up on mine but i was considering this in the future: GRAV - Controller (Gravity Control - Radiation Emission).mbd
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Bots/Elec Affinity - best way to slot secondary?
Meknomancer replied to Pekiti's topic in Mastermind
Current build, power picks in no particular order. I like shock for hard single targets, mobs get photon nade so i never bothered with discharge. Maintenance Drone seemed un-needed, Keep insulating circuit on and you don't need rejuvenating circuit. As long as your out of melee range and group flight is on there's not a lot to worry about when your soloing. Teams dislike it when you leave group fly running as most forget to go talk to Null the Gull and make themselves immune (you'll get a lot of whining if you go group fly- you want it though, it seriously increases pet movement speed) and you'll want to be closer to everyone anyway to keep them in Faraday. BOTS ELEC - Mastermind (Robotics - Electrical Affinity).mbd