
Meknomancer
Members-
Posts
1406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by Meknomancer
-
Fold Space is hitting everything without fail, other than av's or gm's. Shifting Tides has 0 to hit slotted i just tossed in 5 rags for the recharge bonus. Its amazing. 0 misses ever. So i'm wondering if its possible to get more recharge in, power of the depths makes you near unkillable as long as that absorbs on and it got me wondering how to get it up more often. Wouldn't hurt soul extraction too. The more i play /marine on mm's the more i feel like it was made for them specifically, giving the pets that extra hp makes a world of difference and you can run shifting tides on one without having to worry about it dropping and it'll permanently have 10+ stacks. I'd like to know how fenders/corrs/trollers run theirs and if it needs recharge slotted if you have to toss it on specific targets every mob and how long it takes to recharge. I've found its only a real issue going up elevators when i've had to wait near 8 seconds to reapply it to a pet. If power of the depths can be made perma or close too then defence builds seem to become irrelevant, at least i haven't tried one yet although i would like to get web envelope in just for those annoying flying mobs. So far i've run mercs/thugs/necro with levi/soul/mu and my only deaths have come from knockbacks where i didn't have 10+ points slotted or when i forgot to hit power of the depths. Looking for more recharge. Mostly for fold space. NECRO MARINE - Mastermind (Necromancy - Marine Affinity).mbd
-
Drop commando (because you want to be able to target him first for shifting tides) Drop Spec Ops Drop Soldiers Equip Mercs Tactical Upgrade Drop Barrier Reef Apply Shifting Tides to Commando Click Toroidal Click Power of the Depths Drop lore pets (usually the Neuron / Bobcat fight where you had to dismiss pets so they didn't bug out, but there's plenty of other maps where you need to do this) Use a t4 Barrier if its up or apply serum if needed. Now you ready to whitecap/drop tide pool/shoal rush/judgement if there's any mobs left to fight. Time that. Even my mercs/nature doesn't take this long.
-
So i love this power but is there a reason it won't hit static targets such as the Golden Roller in aeon? Seems like you can only use it on mobile enemies.
-
Its hard to tell at the moment as i haven't been soloing, i'm running it with necro and thugs but skipped shoal rush on the necro. I have seen a lot of kb on the thugs but again that maybe a team mate or the bruiser. So i'm pretty sure i've seen it when i ran into a council mob that was only 1 level below me, i open with tide pool and hit shoal rush to start the frenzy and watch enemies fly back out of the pool before pets even arrive but that may just have been the level difference.
-
I'm considering dropping assault and swapping in mu for the immob just to see what happens. Much as i would prefer themed stuff from levi i spend way too much time in melee for a cone to be any use and i'm looking at necro right now minus shoal rush and trying to work out what if anything is causing kb, commando's attacks are 0.5 mag kb's and i can't see them being the issue. If i start to see kb from necro after a respec i'll know, i'm going to put shoal rush into it and see how it compares to the mercs.
-
Mechanics of Shifting Tides and my Thugs/Marine build
Meknomancer replied to Onlyasandwich's topic in Mastermind
I sort of agree on the possibility of dropping the steadfast and glad uniques, i put them in everything and its a hard habit to break. On the other hand i'm always glad to have them on harder content when there's 4-5 stacks of leadership around. -
Mechanics of Shifting Tides and my Thugs/Marine build
Meknomancer replied to Onlyasandwich's topic in Mastermind
Forgot to ask if you'd considered 5 rags in shifting pulling a slot from tide pool that would allow you to fully proc out ko blow. And for some reason when i click on your downloads its only showing thugs slotting and not marines. I may need an update but i have marine affinity in my mids. Yup it was me it just updated nvm. Its only a couple slots shifted but it gets you to 95% slow res with same recharge. Maybe older mids version but it should pop. THUGS MARINE ONLYASANDWICH - Mastermind (Thugs - Marine Affinity).mbd -
Mechanics of Shifting Tides and my Thugs/Marine build
Meknomancer replied to Onlyasandwich's topic in Mastermind
Haven't tried it with thugs yet, mercs and necro so far and mercs is a clear winner at the moment. Your barrier reef doesn't need the recharge in it a def and a def/end piece would do. Have to say yours looks like a lot more fun, you have all the extra slots to play with where i stuck all mine in the t1+2 upgrades so i couldn't fit in epic attacks but i have squeezed fold space into the necro. Kind of surprised you aren't having end issues my necro is killing the blue bar and i have an extra slot in stamina. Brine needs more accuracy in it i think. I'm running a kismet as well and i tried 1 slotting with the same piece. Is 3 points kb protection enough? I've only got 7 in my mercs and it isn't, i put 10 in the necro. Not sure about the rag kd in shifting tides, i am also using that but haven't got enough playtime to know if its doing anything. Got 5 rags in for the recharge on necro so i figured i'd give it a go. Its a power i feel really needs a small amount of recharge in it, run up a lift on a map and my mercs has 7-8 seconds wait before it recharges so i may adjust its slotting. -
So the knock from tide pool stacks with the knock from shoal rush stacks with whatever the commando chucks out i guess. Mildly annoying because tossing tide poll down followed by a shoal rush causes the frenzy immediately, you don't need a dead body in the pool, but i guess thats also causing the knock immediately. That cannot be intentional.
-
So i've been wondering where all my kb come's from and i'm starting to think it maybe shoal rush , odd as that seems. When you apply it to a mob within tide pool shoal rush' def debuff/mob str debuff is magnified and it kicks off a frenzy in the pool and i'm wondering if there's a bug that also magnifies its kb factor or if its intentional.
-
I still prefer to have it than not, but i like to exempt down for a lot of low lvl content when we don't have incarnates. I find thats when it make the biggest difference.
-
Hadn't considered P2W amp or even hybrid to be honest i so often just craft assault / support hybrids unless its a melee which i rarely play anymore. Rune i did for arcane bolt/enflame/rune of prot and i really wanted enflame and am looking for ways to fit it in but taking it means giving up stuff that will make it even harder to survive, i'm only sitting at 33% range+aoe and on the tf's i've run so far i'm often jumping into mobs first and mobs of av's on lrsf hurt...a lot. So i'm looking for everything. Mission Impossible= defence+resistance+sorcery pool+good perma mez protection+slow resists+at least not so embarrassing damage, although mobs do tend to melt eventually just sitting in them, when you are surrounded by 4 longbow wardens you have a loooooong wait. At that point i was praying someone would turn up with fold space. Added 2nd build at the top in what i hope will be a workable toon , much squishier but may improve the damage output with minimal clicking.
-
Short answer. No it can't be skipped. With toroidal its 90% smashing res, about 88% lethal. 73% fire. 59% cold. 49% e/ne/psi. 59% toxic. Chuck serum on right before the start of the fight, cos it does fade fast but for a few seconds when the mobs blasting you with everything it has every resist except psi is sitting around 78%-90%. Might not seem like much but it makes a difference when it really matters. It makes next to no difference in normal content but if your in the labyrinth or speed running lvl 50 stuff it just means i'm not constantly resummoning pets. Then again i haven't monitored the effects of the t4 barrier with the resistance when its faded so you could be right and it is skippable. I don't take a lot of notice of that.
-
Interesting that psi mastery should go first, its the only epic with mez protection and psi defence and with ageless a force pick psi mastery feels like a force pick too because i can't take clarion- if i get mezzed i die simple as that. Ice mastery i have taken before on an ice/dark troller and although i love the defence i don't like the options in it. Earth mastery i'd only run on an earth/dark troller because it can skip the graphically awful toggle in that set. If we could get a minimal setting on rock armour i'd probably run it on almost every troller i have for seismic and fissure. I like fireball but that's it for fire. I played and still mainly play redside and the patron powers are far superior i feel. Levi is cool, who doesn't like waterspout, on a storm you can get it up pretty quick, without massive recharge and force feedbacks you can't sadly. And i don't have either of those on /poison. Unless i keep psinado. Starting to see why there's so few of these played. And by so few i mean none. It seems despite ice's overhaul its still pretty close to bottom of the pile. Still. It is fun which is all that counts. Edited to say yes i should drop WoC and its puny 8 feet radius but its got a purple set in for recharge and range and it looks so good. And i can't see a replacement. Because i can't see another option other than psi mastery, maybe i'm missing the obvious which is to drop psi and carry a tray of break free's. Or go cardiac/vigor and clarion.
-
Fire/mental was one of my favourites on live and i rerolled it on here very soon after we got the game back. Perma drain psyche should be the goal. With a single accuracy and 5 panacea in you can get away with playing very badly and stupidly in situations most blasters would faceplant.
-
So i was looking for the laziest toon i could find after a /bubs mm and i ended up with this. After playing it a bit i thought i'll see if anyones got any interesting slotting for one one the forums and ....... i could only find 1. @Nemufrom around 2020. Mines so squishy and doesn't have enough slow resists and as you can imagine the damage is laughable. Its been 5 years or more and there has to be more players running the combo surely, so i'm looking for some help. Should i be going the route above and just being as tough and defensive as possible, or should i be modifying the build i currently have. Limited experience with poison, i avoid it on mm's it sucks with no venemous and i only run it on an ill/troller which never has to worry about taking aggro and a couple of fenders with elec and beam blast, this feels different. With the others i can wup stuff, with this i'm just sitting in the mob (which was the aim initially) doing next to nothing. But i do need some damage, running tf's its starting to feel a bit useless when all i can toss out is the t1 hold and a couple of debuffs at the av fights. Advice appreciated. And where can i fit in more slow resistance. If it didn't look so damn good with Arctic Air and WoC running together i'd consider dumping it on a dead server and forgetting i had it. Intuition and ageless and it needs more recharge, indom will isn't enough right now there's downtime and i don't have the new accolade yet. ICE POISO - Controller (Ice Control - Poison).mbd Ok so after playing the above build and getting some advice i decided to go back into mids and see if i could rework it and came up with this. Looks way squishier but hopefully will do a little more. Plan is to open up with a procced flash freeze as i jump into the centre of the mob and cross my fingers. ICE POISO - Controller (Ice Control - Poison).mbd
-
Distortion Field with 5 unbreakables for the recharge bonus is quite a common way to slot it, its either that or corrosive with 5 ragnaroks for the same bonus. I'd take distortion Field but only because corrosive vial only has an 8 foot radius and that generally sucks, while the field has a chance to hold stuff and has a much larger radius, even if it doesn't hold it'll slow stuff down.
-
Standard tactic is to hop/run to the edge of a mob and drop them with M30nade and then pop tide pool on them before shoal rush/white cap/m30 nade. If i'm solo. On teams i just hop right into the centre of the mob and drop tide pool on myself. In the labyrinth i've been super cautious pulling mobs with shoal rush to corners where tide pool is set up, i barely give shifting tides any consideration it just seems to stack up massively wherever i am i guess commando is just in melee all the time because of the way i play, even if i line it up for cones to the side of mobs it'll stack 10+ times and i've seen it up to 30+ in teams with a couple of other /marines in play. Standard content like +4 itf runs i just hop into the middle of rooms and drop tide pool on myself, mobs will walk into it. Or i just walk to about 5-10 feet from a mob so the mercs line up the cones and drop tide pool on the mob. Shifting seems weird sometimes i can't tell if its stacking just from live mobs or being affected by all the corpses at my feet.
-
With some mobs getting makeovers you need to find a way to fit in some slow resistance on almost everything you play now, especially on melee's you'll want as close to 100% as you can get. I'm not a big fan of shield on any AT, i ran an elec/sd broot on live and made an elec/sd scrapper on HC but i didn't really enjoy them much. If your not set on it being a broot i'd recommend elec/sd stalker its simply superior to both. I took a stab at it but its a bit of a mess just to get slow resists in. ELEC SD - Brute (Electrical Melee - Shield Defense).mbd
-
You want to fight av's your gonna need accuracy in slowed response and soul drain for a start.
- 2 replies
-
- ice blast
- time manipulation
-
(and 2 more)
Tagged with:
-
I havent done any math but loads of recharge bonuses and any force feedback procs you can fit in with hasten and burnout and maybe ageless destiny i can see you getting there.
-
I do have the /macro ATK "petcom_all defensive" in my tray but it doesnt seem to be necessary, if the pets are with me i want them in offensive and with toroidal and dark embrace i'm at 75% s/l anyway so i don't know that BG mode would make any difference.
-
I never considered thugs but now i think of it gang war buffed with toroidal and power of the depths might actually survive a mob. The dps on mercs is just so good they are mowing down anything in sight and the extra range they get means runners and snipers have no chance. Couple of the labyrinth mobs are rough, anything that does kb, i've only got 7 points and its definitely not enough and Crey are a total pain. PP's and taunt tanks and knockbacks and i faceplant real fast unless i get them with an M30 nade first and put them on their arse. Standard tf's and content at +4 like the itf/lrsf/aeon/tinpex and it just strolls through even on speed runs. Almost every death i've had is waiting on the pets to catch up to buff them with power of the depths. As long as i have it on i feel unkillable, but without group fly i've had to wait for over 40+ seconds on itf towers after rommy dropped for the pets to get there, if i'm solo thats a death, if team is there the mobs are dead before pets hop up to me. I last longer in the labyrinth with only 1-2 lvl shifts even if i'm solo than i do on an itf tower. But i don't see any powers that i would drop to give it better defence. Build 1 has slightly better resists but its just f/c from purple sets which only really matters on MC. I run in offensive mode permanently which can be an issue. I am a lazy player and there's enough to click as it is without switching to bodyguard mode when needed.
-
Fantastic. There was a point where i thought necro was the way to go. Build posted is my second one. First one was all recharge bonuses, i stuck in a few procs and slow resists after solo labyrinth runs and made build 2 as there's way too much debuffing you. Considering throwing a couple procs in tide pool by taking them from shoal rush but i dunno if they'll make a lot of difference. I'd like to see the option to slot kb->kd enhances in tide pool as i'm convinced something is knocking the mobs out of it but that maybe just the commando. There seems to be a permanent 10+ stacks of shifting as soon as my commando gets anywhere near mobs and i've seen the stacks go off the screen.
-
Imagine you took all the best stuff from all the other secondaries and rolled them into one. Thats /marine. MERCS MARINE - Mastermind (Mercenaries - Marine Affinity).mbd