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plainguy

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  1. Back in the day the endurance punishment was created to prevent the Mastermind from doing too much damage.. Simply put. If endurance was better and the attack powers were better a well skilled Mastermind would not need to resummon pets so much and then could do many more attacks. So to prevent this they made sure after a few attacks you would hear that low endurance tone and went back to controlling your pets.. They just wanted you to weave a few attacks in with your pet attacks. I hate to poo,poo on an improvement for Masterminds with the reduction in recharge and endurance to summon pets.. But it did nothing for Masterminds in the bigger picture. This improvement only benefits players whom lack good pet control and are NOT numkey pad bind controls or have poor builds and do not understand the game mechanics. My first simple suggestion(s). Fix the powers and endurance for Masterminds.. EG Pistols from Thugs, More endurance and no secondary effects.. So you paying for a power that is worse.. Honestly when I look at powers across AT it is difficult to understand if there is even a realistic formula to describe a base power.. EG what is the base endurance to cause a base amount of damage. But I digress as usual. My base suggestion is reduce the endurance cost for Masterminds around how many pets they DO NOT have slotted in their builds and /or maybe also Upgrades.. This would allow Masterminds with less pets to get more attacks and be able to use those attacks as they level. Currently a Mastermind cannot level without pets.. The endurance drain makes the character useless. Yes we will hear may comments of why would you want to level without pets and what is the point.. ETC.. The whole point of Masterminds is they are the Mastermind behind the Pets.. Controlling them.. And yes I get it.. Many years ago that might be true.. I think we need to roll with the changes of gaming as well. But REGARDLESS my suggestion ATM poses ZERO threat to the traditional Mastermind build.. What this does do is OPEN THE DOOR to option of creating a build with less pets and using Power Pool attacks and Ancillary/Epic pool attacks a possible viable option for a player to build upon.. I would hope along with this the Dev teams might consider some DPS improvements to maybe the Primary power attacks based on less pets.. Again the concept is the Mastermind having less pets has the time and skill to improve his attacks. Less pets means I need to be better with my attacks. Again as a reminder this is based on the BUILD.. Builds can only be changed at a trainer.. My simple point with this is to show that this can work.. Personally I know it can work at level 50 with Incarnates slotted as I have a bunch of Petless and Semi Petless Masterminds at level 50 which can handle 8/3 mission settings. Once this is seen to be doable and viable leveling option. Then we can start to consider giving options for more attack instead of pets or upgrades. Or the UPGRADES, upgrade the Mastermind new unique attacks that replaced the pets. Eventually at the end I would like to see even other variants. You want the Assault Bot, I want the new Mega Cannon attack. You want the Battle Drones, I want the Robot Drone that heals and buffs. Similar to Device Targeting Drone. I don't want 3 Battle Drones I want to be able to call One Drone out of a choice of three that does one specific thing. I can only call one at a time which desummons the current one.. Again EG.. A Healing bot.. A stationary cannon/gun.. a Hovering gun.. ( This was Gun Drone original set up ) We can't change the Arch Type Framework, they are baked in.. Okay.. Make a Mastermind only Power pool. But for now.. Less pets = More Endurance.. If making some other changes is viable then great.. EG a little more HP.. ETC..
  2. Unfortunately Pets don't last long on a Semi Petless mastermind build unless you have a heal in the power set. You have to keep them aggressive to remove bodyguard mode to keep them alive.. The new changes to pet control helped out a bit.
  3. Whips is the big option. Whips Trick Arrow is very good.. I started going with Last pet themes as well as I posted in this thread.. With 30+ Level 50 IO'ed, Incarnate slotted other toons, this is just to see if it works and have a little challenge. Main goal is an ITF solo no deaths..
  4. Currently running v3.0.5.6 Tried to look around on the forums before asking but didn't see it. I notice certain powers like Corrosive Vial do not list the -Defense numbers and such. Again not a complaint.. Just asking..
  5. This is my constant soap box complaint.. Mastermind endurance and having the options for less pets and more attacks. Basically a mix and match option. I always keep asking for more attacks or have the option to pick an attack instead of a pet. Almost similar to VEAT have when they can change powersets or mix the powersets. So this time around I was thinking something more simple. The game looks at your build and notices you do not have Pets picked up on the build. So it gives you some sort of endurance benefit.. Nothing else is changed on the Mastermind.. No NEW powers.. The problem I see is that a Petless or Semi-Petless Mastermind is difficult because the endurance cost for Mastermind on Powers is greatly inflated and the powers they have though named the same are in inferior when compared to same power from another arch type. Personally I have been able to create some work arounds with the ability to use incarnate powers. But leveling out right is impossible. The endurance drain is just too massive. Again old game in new era. Not looking to take away the Old Mastermind.. Just looking for more Mastermind OPTIONS.. And I get what the DEVs here are looking to do.. They don't want to do some clanky give mastermind new skins by taking up character costume slots. They want to implement something correctly and professional. Or add new costume pieces even if they clip and look like crap for the sake of saying they added it. Again I get it But I also want to add that, there is a reason why most farming builds are Brutes.. What I mean by this is some things are just given. You are not going to farm as well with a defender or a Mastermind as would with a Brute. I do not want to make Masterminds the new Tank or farming build or have them out DPS a Blaster or Corruptor. Just looking for some viable alternative to Mastermind builds. I see Masterminds somewhat limited in their build choices.. Because they MUST pick up X amount from their primary. You are pigeon holed into picking up 5 powers - 3 pets and 2 upgrades. Then with some like Beast you might be somewhat forced to pick up Fortify Pack, with Demons Hell on Earth is almost a requirement for the PET IO unique's, which is similar to Gang War for Thugs. Then maybe with the addition of Pools like Experimentation and Sorcery and maybe adding a few more attacks to other existing pools, Masterminds can use these Pools to flesh out a few more attacks along with Ancillary / Epic Pool. Then tomorrow we can figure out what other direction we could go with Masterminds if we see this as a workable concept..
  6. Ninja Trick Arrow Last Pet - Oni Range, Smash, Lethal Defense cap BUT with Agility Incarnate - Need to fix this.. Endurance is a slight issue., but not game break.. Doing 8/2 on Alpha unlock mission with no big issues. One great thing, after dropping all the AOE debuffs and then dropping Oil slick and lighting it up.. Orange Con and below drop like flies.. If the Inspiration tray is low.. It sounds like a slot machine with all the dings of Inspirations popping up. I use Power Boost on every opening attack as it bolsters up my Defenses and other debuffing powers. The Oni pet is very impressive with his attacks and him lighting up Oil Slick is helpful as well. As I mentioned above I am re-working the build. I could have copied some other successful builds, but wanted to try something different power set wise. As I keep mention constantly... If they ever fix the endurance issues with Masterminds it create a new variant of mastermind builds to play.. 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: Ninjas Secondary Power Set: Trick Arrow Power Pool: Experimentation Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Snap Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Entangling Arrow -- GrvAnc-Hold%(A) Level 2: Aimed Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/Rchg(9), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 4: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(43), SphIns-Acc/Rchg(43), SphIns-ToHitDeb/EndRdx/Rchg(45), SphIns-Acc/EndRdx/Rchg(34) Level 6: Train Ninjas -- EndRdx-I(A) Level 8: Fistful of Arrows -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17) Level 10: Glue Arrow -- ImpSwf-Acc/Slow(A), ImpSwf-Dmg/Slow(23), ImpSwf-Acc/EndRdx(37), ImpSwf-Rng/Slow(40), ImpSwf-EndRdx/Rchg/Slow(42), ImpSwf-Dam%(19) Level 12: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A), FrtHyp-Sleep/Rchg(48) Level 18: Toxic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(42) Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(21), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(34), ShlBrk-Acc/EndRdx/Rchg(34), ShlBrk-%Dam(23) Level 22: Kick -- KntCmb-Knock%(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Oni -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-Acc/Dmg(27), SprMarofS-Acc/EndRdx(29), SprMarofS-Acc/Dmg/EndRdx(29), SprMarofS-EndRdx/+Resist/+Regen(31) Level 28: Disruption Arrow -- EnrMnp-Stun%(A), PwrTrns-+Heal(50) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(33) Level 32: Kuji In Zen -- EndRdx-I(A) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(43), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46) Level 44: Corrosive Vial -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 47: Adrenal Booster -- RechRdx-I(A) Level 49: Power Boost -- 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 -- NmnCnv-Regen/Rcvry+(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) 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: Ageless Partial Core Invocation Level 50: Agility Partial Core Revamp Level 26: Oni ------------ | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1510;696;1392;HEX;| |78DA6594CB4F135114C6EF7466FA2EEF47B154A414810253AAEE8D221A138B8D14D| |0B86826ED00A3744AA66DC4A58FF8DC1913573EC0C7D2183581BFC5F82F886E0475| |538F733EDB269D64F29B7E77CEB9DF39736ED39B6782EFCFDD3A29A48ED975BD5CC| |EA5F572C5B08BA655F0CCEB95AAADAFCB822E0FDDE1C65A6EA15A2C962C6DDEB4AE| |E9E548D3C2E9EACA8A96B5CDFCF5DC29DB2EDDE83C6FAD19B66155B4FF0F3D99526| |95D9BDBDC306CB348BFF58A59B2FC8EB8B061188590F378D65C5DAB98D62AFF4A1B| |05336F5AC6E0DC8699D79AB64BEB79039E6F86C9E338DD1F5481ABA68AE78494225| |C2FC0974CE515B8C5746F336F2BF55821165D8EF691F249C827219F1BF9BCC8E345| |5E3FF2F991EF0EE5933956913DB2A325BCA08F39E5670E07989F683F151ED461CEF| |359E56FF0CF8347561D2DA8802AB3CDCDECF0805EE65DF2E043AC6F8B2A892AA26F| |9B197FCD1C7BC39C78CBEC7AC7CC24840870AC14F8CAFDE8F9C28C91A190C46BA14| |9F6D906DEA33DDB11D77E95DF4F2E332F52CE4E5E7375A29F13E8E704FA789FE2BB| |E1B95B921D2F3D2E6658660E2BA0CAEC73335DE4AB17FDEBCD12628A9049EB87D7F| |E63DCE7703FD7B8436D1AC05E0359C5593BB4082E310797C1CBCCC357980F0811D4| |19794CF5752B22B5CF6B0AED19E53DD5A85FE2B80018641E09816D603B73973C0DA| |18621CCC0434A1B83CF186660043330821918C10CC4310371CCC0238A1D45ECE84F| |FE0E47F7C103F01773EC37F887B94BED1A471DE3A823019F53A8671AF54CA39E69D| |47389BEF524F69D84E729784EC273129E53F09C82E7058AD5D0030D73B517146206| |DA0CB474E3CCD6069BCF6F8D2E71A159F1714519A57EA285E4BCF5CD4F8AD4ACECB| |528DF9B9525AEEF474393A4679CBDEB0933D1E265A64549B528C75B94132D8AAFA3| |FEAF527B4AC72485E7833E7A6637B5D9447DAA6B7F01CDF8EBA5| |-------------------------------------------------------------------|
  7. Wasn't thinking that at the time and honestly wasn't aware of the 1 endurance cost for powers for NPC.. I just thought they had a power pool and similar cost for attacks like we did.. I know foolish thought.. End result big AV bosses still could easily kill you because Kin isn't debuffing. Playing Petless or Semi-petless Masterminds, ENDURANCE is a BIG issue.. You can't even level up because the attacks just crush your spirit. But KIN covers all these bases.. But nothing to debuff the bosses like Trick Arrow does.
  8. I've been reading and re-reading page 2 changes to powers to get a feel for them. So this is good info. Waiting to see it in mids Reborn as well. But I have been looking to respec maybe based on the updates and I have been looking at Spirit Ward. Also the pet command changes have been great.. Because now pets on aggro and stay command will allow me to talk the Alpha and not kill off the pet via splitting the damage due to supremacy. So Spirit Ward would definitely help keep the pet alive. I would love to see your end numbers on defenses and such. Not looking to change the game or core Masterminds. But I do feel if they made some changes added the options for Attacks VS Pets they could bring a new build type to Masterminds. I have a Thug Time Mastermind Jake and Nega Jake. Twin brothers.. One goes to jail for the other. The one on the outside agrees to be a pawn for the COTs to get his brother out. Once out they break away from the COTs and are hunted by them and hunt them back in return. Trick Arrow is great.. If they just had more whip attacks. Whips Trick arrow is awesome. Currently working on Ninja Trick Arrow with Oni pet.. Still working on doing ITF on petless mastermind. Would like to do 8/3 but I have gotten as far as the super computer and I couldn't bring the bosses down. I can kill 5 Generals but the recover on the bosses is just too great.. I might get one but I run out of inspirations and it becomes a tag match.. I bring him down, he brings me down.. Just eventually I can't recover. No heals or out of inspirations. But think I am going to go 8/1 setting just to get it done once.. Again I do this out of boredom. I have several of each arch type.. All IOed out.. Defense capped.. all doing 8/4 even in Dark Astoria. This gives me a bit of challenge.
  9. The life drain is minimal, not going to die from it for sure.. I use it on my robot traps build. I can notice the difference when it is on or off because it becomes difficult to place a Trip Mine when it is off.
  10. This is a Petless Demon (whip)/Trick Arrow Mastermind. I am also doing 8/4 on it against COTs and Council. The the to hit debuffs of Trick Arrow is almost putting many defenses at defense cap or very darn close to defense cap. The good thing is Trick Arrow also has a Damage Debuff as well. So if you do get hit, you are getting hit for less. With full pets you are also dealing with Supremacy so reduced damage taken is further spread out against the pets. You can't get rid of Maneuvers, Tactics or Weave ( with Weave you are stuck with tough and kick or boxing, so 3 powers slotted to get Weave ).. You could get rid of Super Speed. Getting rid of hasten will hurt your Oil Slick with a 20 second recharge from 60 to 80 seconds and EMP arrow gets crushed on recharge and goes from 150 to 233 second recharge. So Combat Jump seems to be the only power you could TRY to remove and make up the difference you loose in IO sets.. Pick up Provoke. Then remove EG Crosspunch for a pet. Summon Swarm for Summon Wolves, Call hawk for Summon Lions. I would skip Fortify Pack.. and pick up the 2 pet upgrades. I would try to keep call raven as it is a cone aoe with a - Defense debuff on mobs as well. But you have several -Defense Debuffs from Oil Slick and Acid arrow that give mobs just about a -33% defense debuff. Further you have several - RES debuffs as well. Then if you had room for Fortify pack pick it up. My whole thought process around this is if I can solo 4/8 on Petless with these defenses due to To Hit Debuffs and damage debuffs. If you can some how keep the same number and provoke the Mobs onto you as if you were petless and solo then the debuffs doled out will also help your pets as many of the debuffs are AOE types.. Which in turn would keep them alive. So your going Tankermind with the Provoke. Wish you can get rid of entangle arrow instead of Glue arrow, but you can't You could stay with Mu Mastery but was thinking Dark for Oppressive Gloom for the enemy Stun. It works well on my Robot Traps Mastermind. Just another mitigation tool. Again the gist is Whips Trick Arrow defense numbers with Mastermind pets.. PETLESS BUILD This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Demon Summoning 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: Corruption (A) Thunderstrike - Accuracy/Damage (3) Thunderstrike - Damage/Endurance (5) Thunderstrike - Damage/Recharge (3) Thunderstrike - Accuracy/Damage/Recharge (5) Thunderstrike - Accuracy/Damage/Endurance (34) Thunderstrike - Damage/Endurance/Recharge Level 1: Entangling Arrow (A) Gravitational Anchor - Chance for Hold Level 2: Flash Arrow (A) Accuracy IO Level 4: Glue Arrow (A) Impeded Swiftness - Chance of Damage(Smashing) Level 6: Kick (A) Mako's Bite - Accuracy/Damage (7) Mako's Bite - Damage/Endurance (13) Mako's Bite - Damage/Recharge (7) Mako's Bite - Accuracy/Endurance/Recharge (19) Mako's Bite - Accuracy/Damage/Endurance/Recharge (21) Mako's Bite - Chance of Damage(Lethal) Level 8: Maneuvers (A) Red Fortune - Defense/Endurance (9) Red Fortune - Defense/Recharge (9) Red Fortune - Endurance/Recharge (11) Red Fortune - Defense/Endurance/Recharge (11) Red Fortune - Defense (13) Red Fortune - Endurance Level 10: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense/Endurance Level 12: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 14: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (21) Unbreakable Guard - Resistance (15) Unbreakable Guard - Resistance/Endurance (17) Unbreakable Guard - Endurance/RechargeTime (17) Unbreakable Guard - RechargeTime/Resistance Level 16: Poison Gas Arrow (A) Fortunata Hypnosis - Chance for Placate Level 18: Weave (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (19) Luck of the Gambler - Defense/Endurance Level 20: Acid Arrow (A) Bombardment - Chance for Fire Damage Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (25) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Hasten (A) Recharge Reduction IO Level 26: Lash (A) Touch of Death - Accuracy/Damage (29) Touch of Death - Damage/Endurance (29) Touch of Death - Damage/Recharge (33) Touch of Death - Damage/Endurance/Recharge (27) Touch of Death - Accuracy/Damage/Endurance (27) Touch of Death - Chance of Damage(Negative) Level 28: Disruption Arrow (A) Recharge Reduction IO Level 30: Crack Whip (A) Artillery - Accuracy/Damage (37) Artillery - Damage/Endurance (36) Artillery - Damage/Recharge (39) Artillery - Accuracy/Damage/Recharge (31) Artillery - Accuracy/Recharge/Range (34) Artillery - Endurance/Recharge/Range Level 32: Cross Punch (A) Superior Avalanche - Accuracy/Damage (33) Superior Avalanche - Recharge/Chance for Knockdown (34) Superior Avalanche - Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Endurance (36) Superior Avalanche - Accuracy/Damage/Recharge Level 35: Oil Slick Arrow (A) Artillery - Accuracy/Damage (40) Artillery - Damage/Endurance (42) Artillery - Damage/Recharge (45) Artillery - Accuracy/Damage/Recharge (37) Artillery - Accuracy/Recharge/Range (50) Artillery - Endurance/Recharge/Range Level 38: Charged Armor (A) Steadfast Protection - Resistance/+Def 3% (39) Unbreakable Guard - Resistance (39) Unbreakable Guard - Resistance/Endurance (40) Unbreakable Guard - Endurance/RechargeTime (40) Unbreakable Guard - RechargeTime/Resistance Level 41: Electrifying Fences (A) Enfeebled Operation - Accuracy/Recharge (42) Enfeebled Operation - Accuracy/Immobilize (42) Enfeebled Operation - Accuracy/Immobilize/Recharge (43) Enfeebled Operation - Endurance/Immobilize (43) Enfeebled Operation - Accuracy/Endurance (43) Enfeebled Operation - Immobilize/Range Level 44: Thunder Strike (A) Obliteration - Damage (45) Obliteration - Accuracy/Recharge (46) Obliteration - Damage/Recharge (45) Obliteration - Accuracy/Damage/Recharge (46) Obliteration - Accuracy/Damage/Endurance/Recharge (46) Obliteration - Chance for Smashing Damage Level 47: Static Discharge (A) Artillery - Accuracy/Damage (48) Artillery - Damage/Endurance (48) Artillery - Damage/Recharge (48) Artillery - Endurance/Recharge/Range (50) Artillery - Accuracy/Damage/Recharge (50) Artillery - Accuracy/Recharge/Range Level 49: EMP Arrow (A) Lockdown - Chance for +2 Mag Hold Level 1: Supremacy Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1497;693;1386;HEX;| |78DA65945B6F125110C7CFB24B692914E8BDF40A2DD09BDBAEFAE68351AB46534C9| |3AA0F5625A42C656D0B6481A88F5EE22D3E68D5684C2FD668D517BF80F68B18BF82| |D6072F89371C77FE2D24BBC9F2DBF99F336766CE9C43FCD284E7EDD12BFB85E43FB| |4902C1412F164A1A89B8B4636E53A912C96CCE4822CE871D11BAA8C25A64B8B8BB9| |AC3AA1D32F0C233BD75935E360299D564F9AC6EC7CE28069E62E068E6533BAA9678| |BEAF687772A975B508F18739922F9FA2C6B524FA674B39031F29E6D3B4F836ECB98| |CEEB7A2A78386FCCAA5581E225247DB99D928CD1FBC42FF0949D6285A029C2B1CA5| |4D6603F83BDCE0C3D675E55767C8538E5B0B46BA449D0A420CFBB4E9A0C4DDEA0D1| |6E5A9376C989B8CEF4FF64145133C7F464601BCCC60BCCE67966807C5D12FBBADC9| |215A3B61EF430DD5EB081E9F1315BC9B78E7DA5BA16D67AFCCC7E1AABE79CA4FA8F| |5C4FC307A64C635EF653BCBB654B6BFE2A5BF9347C63FABF833F9837A86E1FEAF6C| |DF03A0AAD1340FC00E23722FE4D9ADF84F94D0EA7A535D1FC16D4DAF282D7687D09| |6E30DB5F317B5EC37EC30C936F1BFB8AB611EEC553EA7707F6BDE30C21AC88AE19F| |02CB3EF3C33780E4C306F517E9DC8AF13EB2DD37ADD58AF5BE69C071466BF9319AD| |61F6B898A15AE6DD8810BDECABF42E2B96D6B7CE0CAD30FB57C135E66D4218F1C28| |81743BC21C41B45BC01C4D310EF3DB525821E46DAF81C46D1C3287A18430F63E8E1| |266110F106EF719F861E810F99C3F7C125F00173CB23C4087C477E714F467F3377F| |D81FD177619147CB6DE1154F8AAA8730C758EA1CE31D4A5A15E0DF5DEA13D1A479F| |C67F3AAC3AE395BB5AEEAABEB7657AC4A44D99AABEC796F2C94D8A54AD7CB6295B1| |545924EF32EF41D97AC9DFC523DB6C4D50E3C660EDBE28FDB14CDA6ECB1297B6D4A| |9D7FE7BFA7BC490747C3F73EBA681A6753FE07FA97F48C| |-------------------------------------------------------------------|
  11. I play a lot of Petless mastermind builds and I have a whip kin and a whip Trick arrow. I have pretty much many whip builds that can achieve a specific defense cap. Though Kin sound great because of the drain and heal and much better since they changed it. But overall Trick Arrow with all its buff and debuffs just out shines Kin for killing power speed. Mind you my Kin is fully defense capped and my Trick arrow is not.. I am doing 8/4 COT radio mission on both. I try to get either a COT mission or a council mission for farming purposes. But even when draining mobs down to nothing their powers, and I mean all of them only cost 1 endurance.. So there is no real way to just totally drain a mob down to steady 0 or 1 endurance.. Which means a level 54 boss can still hit you with 6 attacks if he has 6 endurance. End result I find myself "Trying to stay alive" with the Kin much more than the Trick arrow toon. I would imagine this would also roll over to a full pet mastermind as well. I would imagine a Trick arrow ninja with full pets and provoke would work well based on the defense number I have solo.
  12. Good thing about Traps is you can almost defense cap with SO enhancers. Im big on Bots Trap because of Theme. But as mentioned Bots Time or Primary + Time is good for fast moving teams.. But I also have tanked when tank has died or went AFK ( DC ) at a bad moment with Traps. I also take Trip mine because in bad moments when all the bots die I can what I call "Turtle up" and I just drop Trip mines and keep my eye on my FFG not to get much aggro. Basically I want for Trip mines to clear out enough mobs to resummon pets. The great thing is the new commands make sure they don't move anymore. So I can summon bots at the distance and try to keep FFG between me and the bots and I will drop caltrops behind me as well to keep mobs off the bots while I resummon and upgrade.. I usually use 2nd upgrade first to get assault bot its swarm missiles.
  13. I have one at 50. Typical Range Cap Hover Blaster.. Though Range is at 44.something without hover.. But regardless I don't need to tell you.. It works well.. solos 3/8 steady and can do 4/8 always mob dependent decent..
  14. Negative on AV blocking unfortunately.. I was thinking it was hanging up looking for the old files to copy over..
  15. Would it be possible to make Group Fly be auto turned off and just have the player go to Null the Gull to turn it on ? This QOL would help prevent pitting player against player when it comes to group fly in a team. Again this is more prevalent I would imagine for Masterminds using Group Fly for pets. Masterminds to some degree already have some stigma, adding Group Fly just adds to this mix. Again limited population. No need to have issues in such a limited population over a power. Mind you I know going to Pocket D and visiting Null the Gull shouldn't be game breaking request if you want it off. I would have no issue going there if on a team and I wanted it off. But again not everyone is accommodating or understanding. I do get it easier said than done as well.
  16. Same here been complaining about group fly since it came out.. I just wish they would not make it incumbent on players to disable group fly via Null the Gull. I would rather they reverse it. Visit Null the Gull if you want it on.. This would just stop the b!tching all together and stop making the player the enemy of the other player.
  17. Just following up .. I ran the old tequila install and it worked.. I assumed it wouldn't be working..
  18. I am getting this.. I tried to run as administrator as well.. Just hangs.. I thought it was looking for other instances of COH to copy files over so I let it run over night.. Still no luck.. It is windows 10.
  19. I have several device toons. What I can tell you PRE PATCH.. Gun Drone would pull TONS of aggro that even if you waited and tried to build up aggro before dropping a Gun Drone it would just not survive. It would last seconds. The ONLY time Gun Drone worked well PRE PATCH was being a Hover Blaster. Being a Hover Blaster I did not see or realize the aggro issue of Gun Drone because I was just too high up. But once I created a DP Device, oh boy.. Noticed it in seconds.. That being said.. You will have no issues with Archery Device as a Range Cap Hover Blaster.. If you don't want Hover then you have to buy and max out the Jet Pack to 5 hours and keep on top of it. You should also buy the more expensive Jet Pack for that "OH CARP" I forgot to renew the jet pack and it expired mid mission. You go to your backup Jet Pack and then rebuy after mission. I will post my AR Device you can just swap out AR for Archery and IO the powers that are missing to cap out Range Defense. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Natural Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Fighting Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29) Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50) Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31) Level 4: Buckshot -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31) Level 6: Kick -- Acc-I(A) Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21) Level 10: Targeting Drone -- GssSynFr--ToHit/Rchg/EndRdx(A), GssSynFr--ToHit(13), GssSynFr--ToHit/Rchg(13), GssSynFr--Rchg/EndRdx(15), GssSynFr--ToHit/EndRdx(15), GssSynFr--Build%(17) Level 12: M30 Grenade -- OvrFrc-Dam/KB(A), SprDfnBrr-Acc/Dmg(17), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(33) Level 14: Caltrops -- Rgn-Knock%(A), PstBls-Dam%(33) Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(50) Level 18: Flamethrower -- Rgn-Dmg(A), Rgn-Dmg/Rchg(25), Rgn-Acc/Dmg/Rchg(25), Rgn-Acc/Rchg(27), Rgn-Dmg/EndRdx(43) Level 20: Hover -- LucoftheG-Def/Rchg+(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 24: Field Operative -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(39) Level 26: Ignite -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(50), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(36), PstBls-Dam%(46) Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(43) Level 30: Smoke Grenade -- DarWtcDsp-ToHitDeb/Rchg(A) Level 32: Full Auto -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(48) Level 35: Weave -- LucoftheG-Def/Rchg+(A) Level 38: Gun Drone -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(42), Apc-Dam%(43) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A) Level 44: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46), ExpRnf-+Res(Pets)(46) Level 47: Web Envelope -- GrvAnc-Hold%(A) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Run-I(A) Level 2: Rest -- Empty(A) Level 1: Defiance Level 2: Swift -- Run-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23) Level 2: Stamina -- PrfShf-End%(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 4: Ninja Run Level 50: Agility Radial Paragon Level 50: Ageless Core Epiphany Level 1: Quick Form ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1501;690;1380;HEX;| |78DA6D94CB4F135114C667DAA9B5402DEFF2144AA56069A72DA02E8D4F82824110B| |76442C7D2A4294D3B24BAF299F82790A8801A9F1B373E30F18FF0B9326EFC03147C| |AC64514FE7FB5A3075D2CEEFF6BBF73BF7DC73723B79F178DDB3B1AB8715D57B2C6| |3140A7347E56D9979F719C35ACA1B19A5F4B8E5DBC589B969239B3293FA9142C158| |CA5873D3E90B19D35F9E9C59CAE516F3963E662453A6556818CF2E9879336BE9E58| |1776A7131A39F4CA716AC74365563FF9AC99966B2161399D28CCF1E4F9846D2CC17| |16D2B9F613B9F4BC5EDE63D29837E5551A5F6A93CC06E5DBAF949FA24B59112434C| |5B106EEBA0BEE5E053BEE815DF7C1CBFFF3726D0D63C41823466F82DE9040A557A5| |57A3475BFD77FF2E7AF7D23B2070C2AB399F33C797DCF715D7AE932F9897B4C2058| |FE2EA801674A343A2A9EECF0E5B6BFE025E13D5A3223FCF2368750FC887E09EC7E4| |13B0FE2958AA6B2DCF56FBD5893945B3D9A8920EB059037B9DE01571799993F710E| |2F5BE46BE4E49D6879C549F5F06DD52CF61C41F12B58135691886AF6D841C053B0E| |80E183A047E235219ED2D422838447E913AD857BB494828AD64ADE10F85913FF59E| |C1F982667C0DE736070160C9D0723E26A677EEDEC5982BD09B27741F62ECAF38605| |9DAC63E75B688177E0BEF7E407F2233D9FC0EB826EF6BB7B1DE78DCAAF1EC6EBB98| |5BA856E830377C81572158CAD819AD4A58FB5EA63AD6E56EE4FD1D51FC11EA1A8C3| |9EDBAF933132CEDA27C0AD7AB97F8C3768C7D39437D2C021C61BDA802FB289F5911| |FE44FE8D15FE46FE87F249ECEF3EAB3D01A25E738F788077897B4CA9D958F3CCA84| |56BE8AA244B16A4AABDC4E45B55705B65715BFD5C8900E958EEF3BB541681BDB9AA| |A9E92C180A6B48E839B3BD72F23DF78556EE12A2551A58C562923558AA7BEF28F51| |DC6A95CD7892E5A6EDF1E970C555FC0B9036EC32| |-------------------------------------------------------------------|
  20. Keep the Arch Types if you wish but power customization within them. Energy Blast can be standard beam from hands or Maybe a beam from the chest. Energy Blast doesn't have to be Energy with some power color customization and different effects. It could be mystical with some swirling ancient text. Energy Blast from a Staff. Follow the VEAT build types in which a player has MORE powers to choose from at a level. Basically NOT every AR Device has to be the same at any particular level. I would love to see 3 good options for each power pick per power pick level. Don't like burst then choose knife toss. Don't like Gun Drone then choose cluster missile Combining the ability to have different powers for each arch type along with different power customization and power placement on a character. You would have 100s of different options to be unique. Let me finally say I call it and congrats.
  21. Just wondering why the changes to Trip Mine on Devices was not ported over to Traps. It is not a bad change that someone would complain about NOT having on Traps.. Is there a specific reason why ? Overall game balance issue between the sets ?
  22. I would look at Device since it is insta cast now.
  23. just posted something similar.. I agree..
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