
Meknomancer
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Mind got a bit of an upgrade recently to telekinesis which used to be a skip for me but is now a priority pick with levitate and dominate. Hit TK and then levitate and the mob will clump up before taking damage it will act like an aoe. Fun combo. With gloom thrown in you have a ranged attack chain and a small aoe by lvl 12. Can't help with the slotting i haven't levelled a toon up old skool since live. Fighting pool will bump defence, tough for the resist uniques and weave for the defence uniques. Combat jumping/hover. Manouvres/Stealth. If you take psi as an epic link minds is +defence. You can run any patron pool, whoever you defeat will unlock all the patrons, most players will run Black Scorp for ease and speed and beat up Dr Q for the unlocks.
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Still a top combo. I have 3 on HC. Spent yesterday soloing event gm's on Indom with one. Easiest way to bump pet damage is to toss an explosive strike proc in each pet. You'll have to give up something for them though..... And leaderships assault, small though the bonus is it all adds up in prolonged fights.
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Typed archery into blaster forums hit search and there was ....... loads. Thats just off page 1+2 and i skipped a few.
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Evasive/Weave/Combat jump, all of them give immob protection with combat jump giving the best numbers by far.
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There's a reason so many mm's take group fly. Mercs/Bots can stay at range with it when fighting av/gm They can run around all they like but very few of them are flyers. And even if they are you can take maces web envelope/cocoon or levi's spirit shark jaws. There's enough - fly powers you can spam to keep them from getting in range. Its the reason i feel mercs+bots are the top 2 pet sets, with group fly running they never have to worry about melee attacks except at lower levels vs stuff like skyraiders or a few flying freakshow.
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Not a lot of talk about Ninja/Marine....hows it working out for everyone?
Meknomancer replied to Crysis's topic in Mastermind
I've only tried it with the annihilation - res proc so far, i always slot it for max damage. Usually a boosted rag dmg and a dmg/end piece with musculature does enough. If your solo vs av/gm and there's no mobs nearby i like shoal rush having the ability to start a frenzy. For max dmg tics. -
Not a lot of talk about Ninja/Marine....hows it working out for everyone?
Meknomancer replied to Crysis's topic in Mastermind
It could very well have been you, i won't swear to it but i'm pretty sure i saw some slotted troller builds in that section of the forums, fire/marines running them in brine with the dam/end d-sync/hammi pieces in shifting tides. -
Tinpex bug really needs to be sorted out. You can watch the rest of the team down Neuron/Bobcat in the time it takes to summon and equip and prepare your mercs/marine. By the time your ready theres a warwalker with 1/2 hp left.
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Will they solo av's - yes. Will they solo gm's - yes. Have i tried solo +4/8 itf - no. But i havent tried it on any other AT either. There's a lot of +4/8 solo itf runs that are impressive but i'm much more impressed by solo +4/8 lrsf/miss lib or tinpex. Would i try it on an mm? Possibly someday but i have severe altitis and like to try different combos. I did a lot of running around solo in the labyrinth with the mercs/marine and it was fine once a few fogs popped. With marine i've had to do less summoning of pets than with any other secondary and i cant remember the last time i had to resummon mercs when fighting av's. Melee pets definitely, especially with some of the larger pbaoe that some av's and gm's put out stomping the t1+t2 pets instantly. Players will rate mm pets differently depending on who you ask. Mercs no. 1 Bots no. 2 Necro no. 3 (they would be no. 2 but they melee) Demons no. 4 Thugs no. 5 Ninjas no. 6 Beasts aren't worth a mention in comparison to the rest.
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Marine is so good you can build it any way you want and it'll still be great. Either of them will work, so will any of the other posted builds by other players. Just take the powers you want/have fun with and slot pretty much as you feel is good and have fun. Its really hard to go wrong with this set its just that good.
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Couple of changes to the posted build when i was messing about in mids but its something roughly like this: NECRO MARINE - Villain Mastermind Build plan made with Mids' Reborn v3.7.5 rev. 21 ────────────────────────────── Primary powerset: NecromancySecondary powerset: Marine AffinityPool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): LeadershipPool powerset (#4): TeleportationAncillary powerset: Soul Mastery ────────────────────────────── Powers taken: Level 1: Zombie Horde A: Expedient Reinforcement: Accuracy/Damage3: Expedient Reinforcement: Resist Bonus Aura for Pets5: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen5: Superior Mark of Supremacy: Accuracy/Damage7: Edict of the Master: Defense Bonus7: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown Level 1: Soothing Wave A: Preventive Medicine: Heal/Endurance9: Preventive Medicine: Heal/RechargeTime/Endurance34: Preventive Medicine: Heal Level 2: Gloom A: Superior Winter's Bite: Accuracy/Damage9: Superior Winter's Bite: Accuracy/Damage/Endurance11: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime11: Apocalypse: Chance of Damage(Negative)13: Gladiator's Javelin: Chance of Damage(Toxic)17: Cloud Senses: Chance for Negative Energy Damage Level 4: Toroidal Bubble A: Gladiator's Armor: End/Resist13: Gladiator's Armor: Resistance15: Gladiator's Armor: Recharge/Resist17: Invention: Endurance Modification Level 6: Enchant Undead A: Unbreakable Guard: Resistance21: Unbreakable Guard: Resistance/Endurance40: Unbreakable Guard: +Max HP45: Impervious Skin: Status Resistance/Regeneration45: Steadfast Protection: Resistance/+Def 3% Level 8: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Kismet: Accuracy +6% Level 10: Whitecap A: Armageddon: Chance for Fire Damage34: Eradication: Chance for Energy Damage36: Obliteration: Chance for Smashing Damage46: Superior Avalanche: Accuracy/Damage46: Superior Avalanche: Accuracy/Damage/Endurance47: Fury of the Gladiator: Chance for Res Debuff Level 12: Grave Knight A: Superior Mark of Supremacy: Accuracy/Endurance42: Superior Mark of Supremacy: Damage/Endurance43: Nucleolus Exposure43: Soulbound Allegiance: Chance for Build Up43: Touch of Lady Grey: Chance for Negative Damage45: Shield Breaker: Chance for Lethal Damage Level 14: Hasten A: Invention: Recharge Reduction15: Invention: Recharge Reduction Level 16: Tide Pool A: Invention: Slow Level 18: Soul Extraction A: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura19: Superior Command of the Mastermind: Accuracy/Damage/Endurance/Recharge19: Superior Command of the Mastermind: Damage/Endurance/Recharge21: Superior Command of the Mastermind: Accuracy/Damage/Recharge37: Cloud Senses: Chance for Negative Energy Damage37: Unbreakable Constraint: Chance for Smashing Damage Level 20: Brine A: Chloroplast Exposure42: Theft of Essence: Chance for +Endurance Level 22: Lich A: Superior Mark of Supremacy: Damage23: Superior Mark of Supremacy: Accuracy/Damage/Endurance23: Endoplasm Exposure36: Cloud Senses: Chance for Negative Energy Damage36: Sovereign Right: Resistance Bonus37: Call to Arms: Defense Bonus Aura for Pets Level 24: Shifting Tides A: Ragnarok: Damage/Endurance25: Ragnarok: Damage25: Ragnarok: Damage/Recharge42: Ragnarok: Recharge/Accuracy46: Ragnarok: Damage/Recharge/Accuracy Level 26: Dark Empowerment A: Regenerative Tissue: +Regeneration27: Panacea: +Hit Points/Endurance27: Panacea: Heal34: Numina's Convalesence: +Regeneration/+Recovery Level 28: Barrier Reef A: Reactive Defenses: Defense/RechargeTime29: Reactive Defenses: Endurance/RechargeTime29: Reactive Defenses: Defense/Endurance33: Reactive Defenses: Defense47: Reactive Defenses: Defense/Endurance/RechargeTime48: Reactive Defenses: Scaling Resist Damage Level 30: Power of the Depths A: Preventive Medicine: Heal/RechargeTime31: Preventive Medicine: Heal/RechargeTime/Endurance31: Preventive Medicine: Endurance/RechargeTime31: Preventive Medicine: Heal/Endurance33: Preventive Medicine: Heal33: Preventive Medicine: Chance for +Absorb Level 32: Super Speed A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range39: Blessing of the Zephyr: Knockback Reduction (4 points) Level 35: Dark Embrace A: Gladiator's Armor: TP Protection +3% Def (All)39: Gladiator's Armor: Resistance39: Gladiator's Armor: End/Resist Level 38: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed40: Shield Wall: +Res (Teleportation), +5% Res (All)48: Shield Wall: Defense48: Shield Wall: Defense/Endurance Level 41: Teleport A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 44: Tactics A: Cytoskeleton Exposure Level 47: Teleport Target A: Winter's Gift: Slow Resistance (20%) Level 49: Fold Space A: Ectosome Exposure50: Ectosome Exposure ────────────────────────────── Inherents: Level 1: Supremacy Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: EndMod3: Performance Shifter: Chance for +End Level 32: Speed Phase
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First one: The pvp fast snipe enhance is the most useless enhance in the game, take it out of snipe. Manouvres, may as well be 2 reactive pieces if your chasing some s/l resists which it looks like you are judging from caltrops and field op slotting. Regen bonuses on any blaster running anything but /mental secondary are useless. And they are useless on /mental. Slotting combat jump for defence is a wasted slot, the luck of the gambler defence can be removed freeing up a slot. You didn't slot a shield wall proc which would be better than chasing 1.5% s/l resist bonuses. People who tell you 4 points kb protection is enough are just wrong. Find a way to get some more in. Smoke Nade has a lvl 20 to hit debuff in. Not sure what thats all about. If your worried about endurance use a boosted end red. If you want - to hit use a boosted lvl 50 - to hit enhance. I still think you'll have end issues as long as you skip the miracle+recovery in health and an end mod in stamina. Some of the blaster secondaries just aren't as good as the others when it comes to recovery, trading regen/absorb or in this case stealth for it. Some of the blaster lvl 20 secondary powers just aren't as good as the others full stop. See /Fire for top spot. Build 2: Looks better, as long as you never ever ever get hit. Then your dead. For most stuff refer to above. Loads of old builds with good ideas depending on your playstyle: Also your original post: Which links you to this: And everything in between.
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Not a lot of talk about Ninja/Marine....hows it working out for everyone?
Meknomancer replied to Crysis's topic in Mastermind
Marine makes all the pets sets work. The absorb, +defence, +hp, +damage, +to hit, -defence (if you took shoal rush) , -resistance from Whitecap+Brine makes it my favourite mm secondary. The extra hp for the pets is the big difference. Yes you can solo +4/8 as well as you can with /dark /traps /cold /time. I still think Mercs/Marine is no. 1, all the pets stacking -defence, you can add small amounts of - res from personal attacks, the M3Nade keeps mobs knocked down and slotted right will bump your recharge letting you keep serum on the pets perma and lowering downtime on power of the depths. Haven't had any issues on +4 content and its been through the labyrinth a few times vs harder stuff than that and only struggled when the eb's in there were +7/8/9. And that was solo. -
You'll have endurance issues. It looks like your going for s/l defence but not getting to 45%, assuming your prioritising 45% ranged you could just shuffle some stuff. A set like defiant barrage is better off in a power you can fire off while mezzed if your not using it as your opener in your nuke so charged shot/toxic nade. A full gaussian set isn't doing much to help anything. Rectifieds in targeting drone are just sucking your blue bar. Slotting field op for def does next to 0. Slotting ranged bonus in snipe is almost irrelevant if they aren't being stacked with others, may as well have the recharge bonus. Web nade/caltrops/smoke nade will all suck end if you have 0 slotted. Same goes for all the toggles. Assuming you want to keep the power picks you have and minimise expense you could just do this. Consider dropping all of your defense bonuses til you drop to low 30's or below for damage procs and sacrifice some recharge. Heres your shuffled a bit so you don't end up sucking wind and looking for blue insps after a chain of attacks. If you want more detailed builds theres loads on the blaster forum if your prepared to look for them that will give you ideas on how players run them. Just gotta scroll and scroll through all the pages til you find what your looking for. Blaster (Beam Rifle - Devices) vIII.mbd
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Patch Notes for September 17th, 2024
Meknomancer replied to The Curator's topic in Patch Notes Discussion
Ran a Tarikoss on Reunion right after the restart and it didn't pop a z invasion. Ran a Mantis right after and it popped a z invasion in Nerva. Ran a Mistral and didn't get the temp power enchantment of serafina. But it says i did. Was dual boxing and got it on the tank but not the MM. All on Reunion right after the last update and i can only assume they are related. -
Its the stacks that get you. A single engineer is getting bumped by the number of allys he has around him, when your aggro herding rooms thats a lot of +defence. And it depends on the damage aura. If you run an ice/rad tank or rad/ice broot you'll find it less of an issue if they're getting tagged by the - defence from irradiated ground.
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3 slots in MD , preventetives for s/l res and hp bonus. As i said i wanted group fly and that meant sacrifices, i also hate flyers so web envelope to drop them meant giving up a lot of stuff like brine/shoal rush/assault/power boost. Stacked - res is fantastic, whitecap and brine alone is over 30%, even more noticeable on demons when you got the extra from personal attacks but when i'm fighting hard targets like +4 av's/gm's give me - regen every time, even in small amounts from pulse rifle bursts and photon nade. I can see that affecting the hp much more noticeably in long fights where they just regen through the -resistance. The bots do just fine without brine and because they're well out of melee range there's less to do, healing/resummoning isn't an issue, they just keep ploughing through targets steadily. They'll never beat the other sets for damage (except beasts) but thats irrelevant if you like lazy play and certain victory. The melee sets can be hard work and if your unlucky a single pbaoe from a gm/av can wipe out almost all in 1 go.
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Immunes Engineer Engineer The tactics of the Engineer have been honed through countless battles. They function as a secondary team amongst the Centurions and Legionarii, performing quick strikes to the weakest points in their enemies' armor. Powers Push Back Melee (Cone), Superior Damage(Smash), Foe Knockdown You attempt to Shatter the bones of your opponent by striking them with all your might. This attack will deal great damage and can knock foes back a great ways. The power of this attack can actually extend a short distance through multiple foes. Frag Grenade Ranged (Targeted Area of Effect), Minor Fire/Smash Damage, Location Area of Effect, Minor Damage over Time(Fire) The explosion from this Fragmentation Grenade affects all within the blast and can knock them back. Roman Armor Auto, Self Def( S8 L8 F8 C8 E8 N8 ), Resist(-Defense) Roman Armor will deflect most types of attacks and grants protection from Defense Debuff effects. Phalanx Fighting Toggle, Self Def( S2 L2 F2 C2 E2 N2 ) per ally, Prot( Ho 3.0 Im 3.0 St 3.0 Sl 3.0 Kb 3.0 Rp 3.0 ) Your coordination with allies grants you enhanced protection.
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Have you played this combo? I have to ask because you skipped seeds of confusion and psi lance and slotted a sudden acc kb/kd in psi nado. Have a look at some of the other posts on plant/psi builds and decide where you want to go. Here's a link to 3 (of the many) posts asking the same thing. If you type plant and psi into dominator forum-search that forum you'll find another 10+ easy
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Mercs will always be my number 1. But they were my number 1 before they got buffed and actually became joint number 1 with necro. Its always easier on ranged pets than melee pets so mercs and bots are always easier to play, die less and need resummoning less. Damage wise i think demons are pushing for top spot when combined with /marine. Both primary and secondary are stacking -resistance although it does mean taking some personal attacks. But it is hard to tell when shifting tides and tide pool are basically giving you a full on fulcrum shift on the pets the damage jumps to the point where all mm primaries become top notch dps and the differences are barely noticeable. I've never taken spiritual as an alpha on an mm so i have 0 experience there. I always take musculature or intuition. Recharge is rarely an issue once the AT sets are split up and the luck of the gambler 7.5% slotted. And you can always take an FF+Rech in whitecap which will fire off regularly.
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You'll have more luck if you look for ice/cold builds
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I'm gonna say yes. Heals. Soothing is a half heal half debuff cone, the heal is puny and do you really want to be having to line up the cone or looking for a bot which may or may not be where you thought it was, or got kb'd behind you forcing you to spin the camera. I gave up brine on the bots/marine because i wanted group flight and 2 personal attacks for the -regen but i kept maintenance drone. And i'm glad i did. I don't miss brine but i would miss the pet heals.
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The SG base buffs! I have never used them and always forget. Bad habit to be in.
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2 wolves use hurl with mag 6.67 kb. It stacks. 2 Archons use cones. Mag 9.97 kb. I haven't checked the new grenade numbers but they are high. Nowadays a Moonfire on +2/8 or higher will kb a lot of my older toons and keep them immob'd. They all use combat jump or hover+evasive and the Archons can still pin them. Its kind of strange only having this issue low levels and only since the council upgrades but then i assume most of those older builds are running enough defence to super reflex their way out of most situations.
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The more i play /marine the more i find brine essential....on corrs and trollers. On the mm's you can get away with skipping it but if does make a noticeable difference, especially on a demons mm where you get stacked sources of -res you from corruption/lash/crack whip/whitecap/brine. The build looks great, only things i'd change are the alpha- damage on t1+t2 pets looks low and the unbreakable guard in tough, that may as well go in toroidal/enchant undead for an extra bonus. And the performance shifter in toroidal, a single boosted end mod seems to be more effective for some reason, i can only assume because its a clicky and not a passive or toggle. I like procs in it but i can see why you'd want full AT set in soul extract. And i'd swap the end red in tide pool for a slow or slow/end piece, the slow really helps out in preventing mobs from escaping. Mostly insignificant changes. I've been running mine with roughly the same amount of kb protection 10+ points. Not enough on resist builds where a couple of mag 6 knocks stack up and hit you. Maybe too much/not needed on a defensive build where your getting hit much less. But i do notice the lack of slow resistance, it gets really easy to start spamming whitecap as an opener into a mob before dropping tide pool on it while the enemies are getting to their feet only to have them drop tar patch or some other nasty slow effect and find myself glued before i have time to hop back out. Finished rolling every mm primary with marine and running a t4 barrier on all of them. Necro/Mercs/Demons/Bots are top tier with it, Ninjas and Thugs just below but dying way more often. Beasts aren't completely awful. The set really does feel like its tailor made specifically for masterminds over the other AT's that got it.