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plainguy

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Everything posted by plainguy

  1. Tested it out worked out excellent. pretty dam close to defense cap all around. Zero complaints about the build.
  2. That was exactly it.. Thank you
  3. ahh wasn't aware I will pull it out and look.. I see KB and immediately assume it is gonna happen... I will report back.. \ Thank you
  4. Just respeced to this.. Working out well.. Running 8/3 no issue at all. Much better than the Group fly build. Only issue I have atm is MIDS has me at cap resistance and in game I am in my 50s for resistance. Trying to see where the error is but not seeing it. Tried matching the in game bonuses to mids and they look the same. Just at some point I loose 20+ points of resist somehow. Seems mids in incorrect. I can tell you after the initial attack I can literally fall asleep ( which has happened twice so far ) and the robots are killing off the group..
  5. Just posting this as evidence to what I am saying, so I am not saying something that isn't true Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s (25s in PvP) T2 Henchmen: reduced from 90s to 10s (35s in PvP) T3 Henchmen: reduced from 120s to 15s (50s in PvP) These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future
  6. Oh.. So its okay when you want to bring up my Petless mastermind builds and twist statement in my first post and make it into something I clearly didn't say. If it were true you would have quoted me. But now you are saying you PL to 50+1 and that give you game play experience, How ? So you never really leveled a toon to 50, you just automagically AE your way to 50 and then talk about the trials and tribulation of leveling up a character.. Basically war stories you were really never in. Maybe if you played a Mastermind to 50 and used the attack powers while leveling you will understand the game play for masterminds attacking and other arch types is different. If you actually played the game you would see the cadence for masterminds is much slower then other arch types. Personally I have no time for you debating or discussing something you never really experience. Further it isn't fair that you come here talking like you have when you haven't.
  7. Ahh.. So basically your that player.. Which I don't mind, because a team only really needs 3 full defense capped players to just about run anything on what needs 8 people. But the reality is you are not slotting anything and then having the team carry you. That means your just as good a Tier one pet on a 8/4 setting. It's funny. I switch builds once to make sure I had the right powers for a lower level task force to help out and then slotting everything with SO lighting fast to help out the team and you are running around with nothing..
  8. I clearly said my petless mastermind are much better equipped than my other masterminds. Don't be cheesy and try to spin this into something it isn't I am picking you apart on you stating you really don't playing masterminds. I have plenty of Masterminds in both directions. I have almost 4 pages of level 50 IO characters. One of those pages is Petless and Semi-Petless masterminds, I think it 2 characters short of a full page. Mind you also some of those masterminds are also full pet as well. I also have about 1 full page of full pet masterminds. I don't know what a full page is number wise.
  9. That is a one time deal those HP you are talking about.. Once the pets get wiped your bodyguard mode is nothing. Further you need the proper secondary to keep them alive to keep this ability going. Trick Arrow for example has no healing. Others sets like O2 from storm are single target. If you ever really played masterminds you know that you get wiped and then sometimes you loose the Tier 1s in a resummon after the pet wipe. They have the same single target potential as any other Arch Type against AV.. Just other Arch Types are paying less for their powers.
  10. And see this is where you reading someone else's post now has turned this into a petless mastermind thread.. It has nothing to do with petless masterminds.. Please don't bring it in that direction
  11. Negative.. You just pigeon holed me into a stereotype.. I play many masterminds. As a matter of fact this came from my Robot Trick Arrow Mastermind which is full pet. I was going for a Flying Fortress build, where they would group fly around attacking from the air but in the end it just looks nice outside going from mission to missions. Slightly useless and clunky inside missions especially building hallways which flying doesn't matter and caves in which pets get stuck on the ceiling. Further I understand completely what is involved with creating a petless or semi petless mastermind build. These are my creations for my own fun.. I don't group with anyone, I solo. I know the limitations with them per say. I usually do not take the personal attacks and work with just supporting my pets.. But as I decided to venture into taking attack powers. I notice that there is no full tilt per say with a mastermind and attacking. Again, I use the num keypad method of controlling my pets. I command them all to attack one target, usually the bosses and I work on the lower con mobs. Again this all depends on the primary an secondary. I usually open up with AOE attacks. Thus the Photon Grenade attack. Thus the noticeable endurance drop. Again I don't besmirch someone who decides they want to take every travel power or full medicine line or even both.. To me that is excessive and gimping the character. In my defense of my petless mastermind builds I can solo 3/8 setting. The average player whom is also probably not even on these forums or looking at mids can't..
  12. Of course you don't want to.. Answering backwards here You never slotted a SO since live ? Then how do you level up during regular game play ? Unless you Power level your way up and go straight to Inventions. You have to slot something ? SO or DO.. Well to be fair you don't but that must be some slow game play. If you are playing at 1/-1 setting then yea your pets will last forever.. But again this is about attack power endurance cost. I already did some simple testing. I was able to kill off the same mob type with just about the same endurance as it takes to summon and upgrade pets with another toon. The only difference was the kill was tons faster.. Again I have countless of petless masterminds.. You cannot level a mastermind without pets and just attacks on a regular build even 6 slotting endurance because the endurance drain is just too massive. I have attempted it several times. You need to buy P2P and base buffs to limp along. The only way is to Power level them to 50 and then work your IO build around endurance and the power sets along with incarnate choices.. EG Kin is a winner here. But some build require cardiac. Again there is something inherently wrong if the endurance drain is that massive.
  13. I see the volunteer page has a lot of people looking. I get it though, it could be like American Idol where they think they can sing but they can't.. I always wished the original game would have went this way as well. Shooting fireball from a staff or wand.. Energy Blast from chest .. Full auto from a shoulder gun. ETC.. Bonfire from a grenade or Molotov cocktail. Aid Other and/or Aid Self from some hovering drone. Crossbow or Hand Crossbow for archery powers. I think instead of adding content, which is GREAT.. But the game does have a lot.. Tons of story arch, Missions, Task Forces.. Something like this which is WORK , but there is game breaking issues with it per say.. Meaning it won't cause an imbalance in the game that you will be constantly be needing to chase down and fix. I say teach the volunteers whom want to animate how or what needs to be done in the system and let them submit work.. And it doesn't have to be all or nothing.. If adding wands and staves to fire animations, and only fire is easiest then that is what comes first.. No need to have to pump out different animations for every power set all at once. Again I get this is pie in the sky stuff.
  14. Anyone want to break down who they were supposed to be ? I have no clue who the winner was suppose to be.
  15. I usually run solo don't want to cause any static..
  16. I have a Robot EA I have shelved atm. Might look to work on it a bit more seeing this thread.
  17. Been playing around with Robot Trick Arrow Group Fly and I gave up as it was just too cumbersome. I went with a semi petless build then starting rolling back to a full pet build. This is what I have ATM. This is a bit of a faster recharge on Oil Slick then I have on my Semi Petless build so it will help out with getting Oil Slick up for the next fight. Only Agility Partial Core Revamp is slotted and Protector Bots buff is on. So you are defense capped for S/L/E/N and 2 points short for Melee and Range. Fire and Cold are at 37%. S/L Resistance is capped. My play style is keep pets back, Flash Arrow, Glue Arrow as I am running into melee range. Oil Slick, Electric Fence or Thunder Strike, Acid Arrow. As I am dropping Oil Slick I pick a mob in the center, hopefully purple con and all pets attack. I am trying to get Assault Bot AOE to add to my Oil Slick. It usually works out that way. Many mobs melts then pick off stragglers. Oil Slick is usually close to recharged by next fight otherwise I add it after Acid Arrow. My basic goal is trying to get aggro best I can before bots attack. This Villain build was built using Mids Reborn 3.0.5.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Robotics Secondary Power Set: Trick Arrow Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Battle Drones -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(5), BldMnd-Acc/Dmg/EndRdx(23), BldMnd-Acc(46), BldMnd-Dmg(50) Level 1: Entangling Arrow -- GrvAnc-Hold%(A) Level 2: Flash Arrow -- SphIns-%ToHit(A), SphIns-ToHitDeb(7), SphIns-Acc/ToHitDeb(7), SphIns-Acc/Rchg(3), SphIns-ToHitDeb/EndRdx/Rchg(5) Level 4: Glue Arrow -- ImpSwf-Dam%(A) Level 6: Kick -- TchofDth-Acc/Dmg(A) Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(25) Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15) Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17) Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A) Level 18: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(19), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(25), RedFrt-EndRdx(31) Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(31), ShlBrk-Acc/Rchg(45), ShlBrk-DefDeb/EndRdx/Rchg(45), ShlBrk-Acc/EndRdx/Rchg(46), ShlBrk-%Dam(46) Level 22: Protector Bots -- LucoftheG-Def/Rchg+(A), SprCmmoft-Acc/Dmg(23), SprCmmoft-Dmg/EndRdx(27), SprCmmoft-Acc/Dmg/Rchg(27), SprCmmoft-Dmg/EndRdx/Rchg(34) Level 24: Hasten -- RechRdx-I(A) Level 26: Assault Bot -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(29), SprMarofS-Acc/Dmg(29), SprMarofS-Acc/EndRdx(33), SprMarofS-Acc/Dmg/EndRdx(36), SlbAll-Build%(43) Level 28: Disruption Arrow -- EnrMnp-Stun%(A) Level 30: Photon Grenade -- Artl-Acc/Dam(A), Artl-Dam/End(33), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34) Level 32: Equip Robot -- RechRdx-I(A) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(36), Artl-Dam/End(40), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(37), Artl-Acc/Rech/Rng(37) Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-Max HP%(40), UnbGrd-Rchg/ResDam(39) Level 41: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SuddAcc--KB/+KD(42) Level 44: EMP Arrow -- Lck-%Hold(A) Level 47: Electrifying Fences -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(48), TraoftheH-Acc/EndRdx(48), TraoftheH-Immob/Acc(48), TraoftheH-Acc/Immob/Rchg(50), TraoftheH-Dam%(50) Level 49: Upgrade Robot -- RechRdx-I(A) Level 1: Supremacy Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(33), NmnCnv-Regen/Rcvry+(45) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(37) Level 12: Speed Phase Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 4: Ninja Run Level 50: Agility Partial Core Revamp Level 26: Assault Bot Level 1: Battle Drone Level 22: Protector Bot ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1528;715;1430;HEX;| |78DA6594CB4F135114C6EFCCDCE9B4A5A52DD0F27E9697052A55F74679180D35441| |E1A5D900A052642DBF41175E9233E772EC4B7AE5CFA0718301A5FFF8371E74E055C| |685037E371BE43DBA44D26BFB9DFBDE7DCF39D3BB7F10BA39E17472E1D148A7F642| |591CBCDC513B97C32BB6AA6168CE3897C219B58D104FD0C7A9A4A73735385D5D574| |2A7A227D369D37E773CD6553870B8B8BD1E9AC397F6EEE50369B3E1F389A5A4E669| 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  18. I've gone through different variants with the flying fortress build. The biggest issue I found was I ending up in a zone/mode in which I was just trying to heal the bots to keep them alive.. It really became unmanageable. I was like WTF am I doing ? Is this City of Heroes or City of Healers.. In some maps Group fly was useless as you can imagine. Cave missions were a determent. Pets literally got stick in ceiling areas. I was looking at the numbers for the pets but even with all the IO bonuses you were not capping out or even close to half. This is definitely a Force Field or AOE healing type of build. Not so much a trick arrow build, At least not for me. I even tried the city SL farm on robots. due to the wires and light poles I had to move the mobs in between the buildings.. That seemed to work a bit better. I think having to deal with the Z axis needs a bit of skill and training.
  19. I am all for it.. Honestly ANY IMPROVEMENT beyond the current situation would be great. Stack the powers like Kick, Punch, Crosspunch. Again anything beyond what it is now.
  20. I get what you are saying.. If I am correct.. Which I am pretty sure I am. You are saying since the pets are summon and forget, If it cost you 53 endurance to summon and buff and if you let them just fight a group of mobs if it took them 10 minutes to kill that group you would have only spent 53 endurance.. Whereas if you were a blaster for example you would spend 200 endurance and kill them in 1 minute.. I am pretty sure this is what you are saying.. That is understood. But this is a false base line.. Because I understand you want to do the wiki math and say it cost 53 Endurance to summon and upgrade the pets and the pet attacks at Min and Max do this.. But I would simply challenge you to a simple test.. Would be happy to meet on test.. SOs only to make it easier.. You summon the 6 Pets.. I will make another base Arch Type.. Tanker, Blaster, Scrapper, Defender.. We set the setting to 8/3 and you stand back and direct the pets to attack without assisting them. Any time a pet dies you must summon a new pet and upgrade them. I would say you can let the pets to continue to attack. IF you can't summon a pet or upgrade you must announce it so we can record the time.. As this will be a penalty towards the time. Your only requirement is you must have 6 pets out at all times.. Then we have the other arch type fight to clear out the group. I am sure your DPE will go up.. I am sure we will be waiting some time for the pets to kill off the group.. I am sure you will be re summoning A LOT.. I am sure you will run out of endurance or will have to wait to re summon and upgrade due to pet wipes.. Mind you, we cannot run away from combat.. It is what it is.. You can dodge around but you have to be within the ring per say. We can add a similar penalty for a player death. OR just a simple visual.. Test server.. SO build. Endurance and health slotted out same.. attacks are slotted out the same.. Mastermind and a Blaster.. We record the recharge on attacks.. We then fire away until the mastermind is out of endurance.. Then we do the same for the Blaster. I am thinking Dual Pistol and Thug as Dual Pistol was created from Thug Mastermind and they have same attacks. I am POSITIVE the Mastermind will run out of endurance faster.. We can add in the DPS from the pets against the single target.. We are not looking at AOE. But we can include a single hit from the AOE against the main target.. The fight stops when the toon runs out of endurance. My only concern is the pets delay in stopping attack would add some additional damage after the endurance drops.. Again Pet wipes matter.. I honestly wasted some time in game just summoning and upgrading pets to just get some numbers.. The FASTEST I can get is 14 seconds. That means summoning 6 pets and Upgrading takes me 14 seconds. It is about 7 to 8 seconds of Upgrade time. So summoning a single Tier and adding upgrades is at minimum of 7 to 8 seconds.. Again just some in game summoning plus stopwatch on Phone.. It takes about 10 seconds for a Single Tier and Upgrade.. Again I get what you are saying.. But this game is not static.. We are not fighting level 1 mobs.. Sure we can run a test where the rule is clear out the map and calculate endurance only and you then you can spend 5 hours just trying to kill the mobs without any pet deaths to only spend 53 endurance and get 3 bubs of experience where as I ran 10 missions and got 30 bubs of exp and spend 1000 endurance in the same time. Hang your hat on this DPE nonsense all you want. The discord and the chat copied to the these forums from discord say a bit different. Thus the endurance and recharge changes on masterminds. Again you need to include realistic game play with your process here..
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