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ScarySai

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Everything posted by ScarySai

  1. Which part? Storm has control and shreds things faster than Time could hope to while still being able to softcap pets and use patron powers for further control, Cold has very nice defense/resists as well as some of the nastiest debuffs in the game + infinite endurance, and Traps has mez protection, more control than time, better regen debuffs than time and better damage than time. Time's is a great set, it's tanky and has build flexibility, but if I wanted a min/max mastermind, it's not even my fourth choice. It lacks in a very important part of the equation.
  2. I don't value the defensive qualities, every set can easily softcap thugs or bots, and for control, you have patron powers. It's a great set for newcomers on masterminds, but once you know what you're doing, The first three absolutely outperform it on every level.
  3. Apparently, it's totally unresisted, making it incredibly strong on things it didn't used to be as strong with. It's going to get fixed, when things 'work as intended' the tar patch nerf really sets back dark a lot.
  4. Mind could use some touch ups, I'd like to see TK be replaced with a mass levitate, and mass confusion get a big cd reduction. But it is by no stretch of the imagination weak control. It's among the strongest control sets out there. Dark/sav will have better synergy, IMO. Vert strong combo, highly recommend.
  5. Demons/cold, Thug/storm and thugs/traps are my most successful masterminds in terms of clear speed and killing things. I have a bots/traps too, but they stall hard on +4 bosses, despite melting the packs in record time.
  6. Traps, cold and storm would be t1 on my list. Time would be t2, it has defenses and decent control, but the debuffs are very weak. If tar patch wasn't bugged it'd be a high-T2 for me. Dark miasma is great, but the big three operate on a different level entirely.
  7. If I can have absolutely nothing else, then my one pick to improve the set would be to give Trip mine the same buffs devices got. Traps is my absolute favorite secondary for masterminds, this change would make it a lot better for the other ATs, too.
  8. Yep! One per enforcer. The only downside is that it doesn't benefit you, but the tohit and assault are very nice
  9. This makes it difficult to monitor and maintain stacks of it. I'm assuming it's a bug, as the other ATOs that work in this exact same way are all trackable in some form via an icon.
  10. Bummed I missed this, I think my brute had a good shot here! Happy to see that the costume manipulation wasn't considered, though. An argument can be made for making those available to players down the line, but for now it's objectively unfair.
  11. I'm far from a fan of how these have been conducted thus far, but letting a bugged costume win it all is just crossing a few lines.
  12. I don't think they do, it's just that when you overdraw mobs past the target cap, or root something next to them, that the AI tends to take a swap at the nearest thing it possibly can.
  13. For what, damage? I only really get use out of them as meat shields. I'd rather have something to increase my control potency. The damage is basically zero. I know they have a stun pulse, but it's yet to provide a notable difference to my grav/storm.
  14. I heard that Tspy did something similar, sounded cool, but I don't play other servers. I'd like to see Soul Extraction get a cooldown reduction while maintaining it's current usage, but let it be additionally used on enemy bodies, with scaling for minion/LT/Bosses.
  15. Oh, it's absolutely due to that whole latency/don't get ganked/falling to death thing. Especially the latter, I believe the power originally did not have the hover at first, and it didn't go well for that old internet. Now, though - it's pretty clear that most people generally have better internet than back then. The hover remaining, but breaking the second you make movement would be good, though I don't think it's necessary for those with the shift+click port binds. Main thing I want to go is the incredibly slow activation/recovery of the power, when a teleporter clicks a location to port to, he should be THERE. Compared to CJ or SS, it's the least practical travel power for confined spaces/combat.
  16. The orb ones for both control ATs are the worst, especially controller since at least dom's other proc is really good. I'd probably suggest something that boosts overpower's chance to fire off, maybe have the psi proc be global like the SoA one.
  17. You should try speed of sound, it's even better.
  18. "Ah, but my ridiculous notion of game balance must be brought to this total lost cause of a level bracket!" To those in support of these changes: Nerf/change judgements and there will be another thing that trivializes these groups anyway. At the incarnate level, there are things that make judgement look like a joke. Are we going to change those next? Where do we draw the line, now that we've set precedent?
  19. Only "A-holes" here are the people who want to change how other people play an ancient MMO because they fancy themselves as armchair game designers. Nothing wrong with the incarnates, if you don't like it, oh well.
  20. Crazy idea: Leave it alone and keep your awful alternative ideas to yourself.
  21. After redoing my grav/storm, I feel obligated to give this one a bump. 🙂
  22. My troll would approve.
  23. Not really that much, one shotting bosses with control is nice, but it's hardly unplayable. Global recharge doesn't JUST benefit domination. As for the ATO thing, it would be nice if the fiery orb was actually useful, or replaced with something useful.
  24. This idea is so bad that you should apply for a job at Blizzard.
  25. I derped hard and checked the actual patch notes instead of the beta notes. Thanks again.
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