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plainguy

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Everything posted by plainguy

  1. A self Rez is needed I think Swords would allow you the option of different costumes around different weapons from different periods of time. Side note: there is a remake of highlander on the horizon.
  2. I use it in Petless mastermind builds for AOE attacks
  3. Nature is great.. I don't like some of the animations.. But Entangle Aura is kick ass ! I run a petless whips Nature and it does great..
  4. Would like to see the spider back from Arachnos Soldier on other toons. I would go as far as saying having attacks come from the arms as well.
  5. I wasn't even sure if this was the players Life Drain attack.. Which I was hoping it was.
  6. Sorry, what ? Ninja primary has bow, Merc has AR, Call (swarm,raven,hawk) is Beast, Necro 3 dark attacks, Robot 3 attacks ETC.. Secondary's stay the same. Just talking primary.
  7. No.. The combat log is truncated.. I took a bit from the start and some from the end.. Why would I post this LONG combat log..
  8. Maybe Have a new IO in existing sets or a single IO, maybe.. That removes repel. Maybe have a combo, KDtoKDAndRepel
  9. It doesn't have to be KB to KD.. Simply an option to have the hurricane, to have the debuff it has but choice somehow to not have the repel. I know the KB to KD will knock them down and then repel them back. Maybe the simple as should have been an option to repel be removed. Maybe a new IO in the existing sets that has KB to KD AND Repel removal.
  10. I would ask why can't you have a bow and an AR when a blaster types can? Is this going to cause you some personal melt down if you see someone with a bow and an AR and a Mastermind pet? like what bearing or impact does this have on YOU personally? No one is changing the current Masterminds It would make sense to keep fortify pack to beasts and not modifying it same goes for maintenance drone. I play petless and semi petless masterminds so I have zero issues with BG mode.. I usually keep them on aggressive when playing semi petless because it keeps them alive longer. Otherwise they actually die faster because of ME taking damage. I also have power pool only builds. All my petless/semi petless and power pool builds can solo 3/8 for cots and council. The biggest issue is endurance for masterminds so I need to spec incarnates and IOs around that issue when going petless or semi petless. Personally I wouldn't mind an AT with just the Mastermind attacks. I will fill in the rest.. But if I could have whips and Bow or the Beast Mastery attacks and Bow, that would cool to me.. For me its all thematic.. If making a younger looking female or male toon would be possible I would love to make like a young girl with 3 small imps from demons. Similar to Annie from league of legends style or just 3 wolves with bow attacks.
  11. I posted that in another thread. Basically change masterminds to have your choice of number of pets and less pets just makes the pets you picked stronger to compensate. Standard comments, powers are baked, you can't change them. Thus the idea to just make a new set.
  12. I have 52 characters all in one SG. I use another account to add them. I have a Purple IO guy just to hold Purple IOs and other unique IOs. My 2nd account holds all the converters and things that are tradeable along with high end salvage along with the money. Why? Because several times I am so tired after the build that I forget to move stuff over and then the next time around I am relogging into a bunch of characters to find out where I put those Hero Merits. So now I make sure I transfer stuff back and I keep things like Hero Merits on the first character on the first page. I am maxed out on storage. I put other unique IOs in mail. Mail is almost maxed. I use a mouse capture macro to do repetitive actions, like transferring Merits one at a time via mail. Just saves me from clicking repeatedly 40 times for example. Conversely when I am recovering them from the mail as well. When I get to 50 it literally take me 6 hours between looking at all the toons to make sure I am not missing anything before buying and sorting stuff out on how I am going to pay for this specific build. It usually takes me 2 days of playing to finish a build. I use the 2nd account to run out of the base to buy salvage that is missing while the character I am building up stays at the invention table. This way I can just see what I need for IOs or I can forget and have to go back and forth. I do not play the Auction house game, I shouldn't be required to. City of Hero's, not City of Auction's. I don't care what the Devs do. But I would appreciate a way to stream line this whole character building process at the end.. I also have mids up with the build and toggle to that at times to see what I need. I said this before and I will say it again.. Anything you can send in the mail should be visible account wide.. There is no cheating with this, there is no unfair advantage, it does not make the game easier to level, There is no power creep. It is just a simple quality of life issue.. Just anything in the direction of streamlining end game character building would be helpful.
  13. Have you ever looked in my signature? If you would have you would see I created over a DOZEN petless masterminds.. I wouldn't create them if I hated Masterminds.. Lowest Hit point and highest endurance cost for any archtype. I solo 3/8 setting on these petless masterminds, based on the mob type. So I don't think they are garbage or useless. But there are things that are broken with them. The the T1 pets are a power.. Just like any other power for any archtype.. Masterminds can get a pet at level 1 or 2 just like any archtype can pick whatever their powers are for level 1 or two. The difference is the MINUTE your T1 pet is a level below you. You just lost power. That specific attack is being calculated One or Two levels below your current level based on where you are with Mastermind level wise.. I have ZERO clue why you keep ignoring that. On top of this you have to use an upgrade on the pets. Again the pets are a power just like any other archtype.. No one has to use an upgrade power to improve their level 2 power.. And yes there are improvements.. Photon Grenade, Seeker Drones, Heavy laser, Laser burst, Heal.. So lets do this again, So imagine you have fireball, BUT if you want it to do an AOE you have to use your upgrade on Fireball. But wait, you want your fireball to also cause a lingering dot on other mobs ? Then that is the 2nd upgrade you need to use on Fireball. Now imagine you needed to do this for a total of 3 powers all the time for your blaster or any archtype.. Your constant rebuttal is they are fire and forget.. They are not.. You have to control them, you already conceded there is a management involved in controlling them. That is the price you pay as a player for having these fire and forget pets.. You have to control them CAREFULLY.. Its not like you summon them and they just follow you around and just target whatever you target and they don't pull aggro accidentally or attack mobs on their own or return fire on mobs when not wanted.. There is a management cost. The problem arises not simply on that.. The issue with mastermind is compounded. Summoning the pets while in combat for whatever the reason, makes them vulnerable to other NPC mob attacks.. But the pets DO NOT attack back.. It is like the NPC mobs are allowed to get a few free shots in.. If it was just one, two or three mobs. No big deal. But when several groups can aggro on them. They get wiped out. Again to be clear.. We are talking about just SUMMONING.. NOT upgrading.. Now the next compounded issue is the UPGRADE causes another delay in attack. So if you Summon and then Upgrade TWICE, the pets will be out of commission for like 10 seconds.. Again I posted this a while back and spoke about the timing and my observations. To me that is unfair.. To me that is broken.. I am not asking for a power creep.. What I am asking is the OPTION to have my pets come out already upgraded if I have picked up the upgrade if that is what I want.. Again instead of saying screw the crazy player that doesn't want certain upgrades for certain pets.. I am being fair and asking for the option to summon pets fully upgraded. At least give me a fighting chance in the heat of battle.. At least let me have my pets ready to rock and roll and kick ass out of the gate.. As I mentioned as you play masterminds enough you start to learn the work arounds.. But to be clear there should NOT be WORK AROUNDS.. But for example with Robots I use the 2nd upgrade first and then tell the pets to attack, that usually ( I would say 100% of the time ) makes the Assault bot first off swarm which causes enough damage and mobs to move out of the patch to get me to use the 1st upgrade. I have other things that I can express but I just want to keep it to these simple facts.. Again the mere fact that we have to control these pets to stop chasing mobs, to move them behind you, to stop attack. to dismiss them because they pull aggro. To dismiss them when they are block the way on cave missions or in tight areas. All this micromanagement and active decisions you have to make is the price you pay for having "fire and forget" mobs.. But again it is only ONE PET that is usually not below level which is the T3.. Look I am sure if I got my lvl 50 blaster and just fired my level 2 power unslotted at a level 50 mob I would kill it much faster and do more DPS then sending my level 48 upgraded Battle drones unslotted against the same lvl 50 mob. Removed incarnates from both builds. I used one of my builds and placed no IOs in my AR Device.. Fought a yellow con Behemoth Overlord LT [23:43] You activated the Slug power. [23:44] You activated the Slug power. [23:44] You hit Behemoth Overlord with your Slug for 138.96 points of Lethal damage. [23:44] You gain 3,933 experience and 3,147 influence. [23:44] Slug is recharged. Removed IOs from my Robot Traps Battle Drones [00:24] Battle Drone: HIT Behemoth Overlord! Your Heavy Laser Burst power had a 56.00% chance to hit, you rolled a 44.44. [00:24] Battle Drone: You hit Behemoth Overlord with your Heavy Laser Burst for 25.38 points of Energy damage. [00:24] Battle Drone: MISSED Behemoth Overlord!! Your Overcharged Burst power had a 56.00% chance to hit, you rolled a 85.77. [00:24] Battle Drone: HIT Behemoth Overlord! Your Overcharged Burst power had a 56.00% chance to hit, you rolled a 10.32. [00:24] Battle Drone: You hit Behemoth Overlord with your Overcharged Burst for 40.25 points of Energy damage. [00:25] Battle Drone: HIT Behemoth Overlord! Your Heavy Laser Burst power had a 56.00% chance to hit, you rolled a 23.09. [00:25] Battle Drone: You hit Behemoth Overlord with your Heavy Laser Burst for 25.38 points of Energy damage. [00:25] Behemoth Overlord has defeated Battle Drone [00:25] Behemoth Overlord has defeated Battle Drone [00:25] Behemoth Overlord has defeated Battle Drone I will say for a moment the Battle Drones were knocking down the Behemoth Overlord preventing him to attack, but his fireball and melee attacks eventually did them in. You want to do 100 test and get the average, be my guest.. One was enough for me to make my point. For added measure. Assault Bot same treatment. Trust me when I tell you it went tons faster and the Assault Bot was fighting 2 mobs, I summoned the Assault Bot and upgraded him while he was getting attacked so the Assault Bot went down to 3/4 health before he could fight back. But the Assault Bot recovered and took out both mobs, Yellow con LT and white con. But he was low on health around 1/4 at the end of the fight. I am sure if he just came out upgraded ready to fight it would have been much faster.. [00:38] Assault Bot: Behemoth Overlord hits you with their Swipe for 5.17 points of Fire damage over time. [00:38] Assault Bot: Behemoth Overlord hits you with their Swipe for 5.17 points of Fire damage over time. [00:39] Assault Bot: HIT Behemoth Overlord! Your Plasma Blast power had a 95.00% chance to hit, you rolled a 37.49. [00:39] Assault Bot: Possessed Scientist HITS you! Fire Ball power had a 30.00% chance to hit and rolled a 4.36. [00:39] Assault Bot: Possessed Scientist hits you with their Fire Ball for 13 points of Smashing damage. [00:39] Assault Bot: Possessed Scientist hits you with their Fire Ball for 45.53 points of Fire damage. [00:39] Assault Bot: Possessed Scientist hits you with their Fire Ball for 6.5 points of Fire damage over time. [00:39] Assault Bot: Possessed Scientist hits you with their Fire Ball for 6.5 points of Fire damage over time. [00:39] Assault Bot: You hit Behemoth Overlord with your Smash for 113.49 points of Smashing damage. [00:39] Assault Bot: HIT Behemoth Overlord! Your Incendiary Swarm Missiles power had a 95.00% chance to hit, you rolled a 76.45. [00:39] Assault Bot: You hit Behemoth Overlord with your Incendiary Swarm Missiles for 13.33 points of Lethal damage over time. [00:39] Incendiary Swarm Missile: HIT Behemoth Overlord! Your Flames power had a 95.00% chance to hit, you rolled a 51.53. [00:39] Incendiary Swarm Missile: You hit Behemoth Overlord with your Flames for 5.03 points of Fire damage over time. [00:39] Assault Bot: You hit Behemoth Overlord with your Incendiary Swarm Missiles for 13.33 points of Lethal damage over time. [00:39] Assault Bot: You hit Behemoth Overlord with your Incendiary Swarm Missiles for 13.33 points of Lethal damage over time. [00:39] Incendiary Swarm Missile: You hit Behemoth Overlord with your Flames for 4.63 points of Fire damage over time. [00:39] Assault Bot: You hit Behemoth Overlord with your Incendiary Swarm Missiles for 13.33 points of Lethal damage over time. [00:39] Assault Bot: You hit Behemoth Overlord with your Incendiary Swarm Missiles for 13.33 points of Lethal damage over time. [00:39] Behemoth Overlord MISSES! Fire Blast power had a 12.51% chance to hit, but rolled a 68.66. [00:39] You gain 4,168 experience and 1,945 influence. [00:39] Behemoth Overlord MISSES! Fire Blast power had a 12.51% chance to hit, but rolled a 96.07. [00:39] You gain 8,337 experience and 6,669 influence. So the 2 levels matter. Upgrading matters. These compounded issues is like death by 1000 cuts. Without a doubt the Battle Drones would not have survived being summoned during a fight like this. They would have went down much faster.
  14. Repulsion Field If slotted for KB2KD, the repel is also disabled. It just falls inline with the similar KB complaint. It would be nice if you had the OPTION to just have the debuff but not the knockback or straight up Knockdown but no repel
  15. Basically all the Pets are combined into one large primary. You pick the model pet and Tier you want from what is available. Those will level up as a Tier 3 model in the sense that they will be level 50 at the end. The 2 pet upgrades maybe give them some extra powers to make it a bit beefier compared to 3 pets. Bodyguard mode wise, you could introduce invisible pets with the upgrades that help with the absorb. The attacks you could leave them just blocking out the others of equal level. Example.. I want a 3 Battle Drones. I want Corruption whip attack from Demons, Which now blocks out Pulse Rifle Blast, Call Swarm, ETC.. I then want Aimed shot from Ninja, Which blocks out the 2nd attacks from the others. I then go with Life Drain from Necromancy. Similar the other 3rd attack options are blocked out from the other sets. The upgrades come from Robots with changes or extra attacks. Maybe drones that are "shields" to help emulate the bodyguard mode hit points mechanics. But then I want Gang War from Thugs which blocks out the other powers from that level.
  16. Personally I would like the option for all of these power pools combined into one GIANT pool. It follows the same restrictions they have on number of powers before picking a higher level one and such. They would also block powers combinations that seemed unreasonable in the realm of power creep. So in my example. You pick Experimental Injection from Experimental You pick Arcane Bolt from Sorcery You can now pick Corrosive Vial, Enflame or Wall of Force. Once you pick one of them, the others are locked out.. Otherwise I can see everyone just going for a bunch of AOEs. But then maybe you could pick up Tough or Weave or both as you made the requirement with Experimental Injection and/or Arcane Bolt. Basically Experimental Injection and/or Arcane Bolt took over the requirement for Boxing or Kick. Again to be clear anything that seems overpowered would blocked combination wise. I am sure the powers have some sort of value system. As an example there is a reason why Full Auto is at 26 and not Level 6 where M30 Grenade is.
  17. Back in my days I had to jump a mile to school ! These kids don't know what they have !.. They have it too easy I tell you !
  18. You broke down some of these comments where they belong together. Lets just discuss the pet upgrade against fire an forget.. First off they are not fire and forget.. You need to control your pets and direct them it is not like they will follow your attack target. You could have several mobs attacking several different pets.. You CANNOT just stand there and say, they got this, because they don't without your direction.. This is clearly how you start loosing pets. Your Tier 1 pets are way below level look at my signature for mechanics and you will see why the Tier 1 pets are barely hitting bosses. Further this has been a complaint since the game was live, so nothing new here.. But to just say they are fire and forget, have a nice day is sort of BS blanket statement. My other point is does ANY ArchType need ANOTHER POWER to upgrade their Tier 1 power.. EG as I used in my previous post Fireball? Is FireBall doing lvl 48 worth of damage at level 50? Or has the DPS increased as you leveled AUTOMATICALLY.. The simple answer is the numbers have increased on their own. So why can't all my pets be level 50, then? I am literally required to take an upgrade and even more today because they added inherit buffs into the upgrade that where strictly on the pets in the first place.. So I need to take the pet AND the TWO UPGRADES.. And I still with a pet doing level 48 hit and damage against a level 52 mob for example. Why ? Again the game mechanics clearly tells you they will miss A LOT.. Its there in black and white just follow my signature links.. So at level 50 I am saddled with 3 attacks, 1 at level 48, 1 at 49 and 1 at 50.. BUT ALL 3 required 2 UPGRADE powers to be at their full potential. OTHERWISE they are NOT and also missing special affects which they had inherently before these changes. Can you imagine if Blasters or Tanks had 2 attack that were level 48 and 49 in power maximum.. Forget upgrades.. Just attacking at that level.. There would be an uproar.. A riot. Back in the day this was okay, but we still complained eventually because it just didn't seem right.. But NOW the game has changed drastically and even more so with this new heroic content increase.. I mean have you read the thread where players are practically running petless because the pets are not surviving. They are just that useless. Regarding my comment about the attacks being useless and you mentioning putting IOs into them.. Since I have tested this out.. I can tell you a Mastermind without pets cannot survive by his attacks alone, while leveling up. They do less damage and they cost more endurance.. You would have to drastically slot every power with end redux IO and do even less damage or have even less accuracy. Again there is a chart in my links that points out the max numbers for damage and such for each archtype.. Masterminds are the lowest. That being said NOTHING CHANGES when you level. What is occurring is since you are micro managing the pets, you are just attacking lets.. Telling pets to move here or stay or come back, healing a pet with an inspiration, directing pets to attack a mob. All of these actions being done, though they are many are NOT attacks, but equate to an action of an attack or I should say take the place of an attack. EG.. I want to attack right now but instead I need to call my pets back here and wait for them to get back and then command them to stay. THEN I can attack.. You can't tell the pets to attack a target and at the same time tell them to move here, as an example.. So the time wasted to have them move where you want and then stay is time spent where you could have had 2 attacks. This in turn is what is reducing your endurance cost.. But today if I didn't have an attack.. NOW I MUST if you want that -200 debuff my pets had inherently. Spectres are nice.. You can have up to 3 out.. BUT if you want 3.. You MUST take all 3 attacks. Why can't it be 3 max.. Spam any primary attack power you want and the max will just be 3.. Sentinels had that 2 attack requirement if you wanted the buff or debuff. What did they do? They removed it completely.. Masterminds? They gave you something cool but you are now required to pick up your extra high endurance primary attack powers. Just looked at Thugs pistol attacks for a comparison. I am going to record my screen and simply show you pets do not attack when summoned.. They finish the animation as they are getting clobbered. Then I will reset.. I will then summon and then spam to upgrade while they are getting clobbered and you will see they will not attack while summoning and then being upgraded.. If I summon all 3, the pets out of the spawn animation will start to attack while the 3rd summon is going off but of course will stop the moment a pet upgrade is applied. You can only apply the pet upgrade after the last pet animation is done.. Get a watch out and count the seconds.. Now of course we can then play the semantics of well you summoned the Tiers 1 first in a group of mobs, of course they are going to die.. You should have summoned the Tier 3 first and then ETC.. Which then goes to you are doing it wrong to some phantom rule on how to play.. Which now falls into playstyle and LRN2PLY realm. For what it is worth, it is much more noticeable with Robots because of the animation. This is what they should do. Add more buttons / commands that do the following.. Summon ALL Complete- This summons all your pets you can have for the level you are at. The pets come upgraded with whatever you have available for your level. Summon ALL - Summons all your pets you can have for the level you are at. They are NOT upgraded.. You upgrade them as you want. Summoned pets have some sort of immunity timer. Nothing crazy, 1 to 3 seconds. At the end of the day.. I just cannot see you or anyone trying to justify or make it justifiable that its okay at level 50 to have to summon 3 pets and use 2 upgrades on these pets in the midst of a fight is okay Or the LRN2PLY requirement is to run off to a quiet spot on the map to summon pets and go back to fight. Again the ONLY TIME another ArchType has to runaway is because they are low on health and don't have the inspirations to heal. A Mastermind could be a full health, but lost all his pets to a massive bodyguard mode AOE attack. Which now requires him to run off because he cannot summon pets as he knows the group aggro will be too much for the pets spawning in. Or he knows he cannot survive the current aggro set on him as his pets are gone. So a full health Mastermind could potentially have 2 scenarios that would require him to run off even though he is at full health.. Again no other AT in the same situation would do that, because there is no reason for them to do that.. This is broken and instead of saying it is broken you are justifying the break and accepting it is broken and dealing with the workaround.
  19. Bit safer at close range with Smash and Lethal Defense cap and some resistance. Statistically these resistance numbers are better than being resistance cap and less defenses. My link in my Signature Why Softcap is important pretty much lays it out for you. Once I got the numbers I liked I started tweaking here and there. A jetpack when need to force mobs into range attacks. This Villain build was built using Mids Reborn 3.4.7 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Devices Power Pool: Speed Power Pool: Leadership Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Burst (A) Thunderstrike - Accuracy/Damage/Recharge (3) Thunderstrike - Accuracy/Damage/Endurance (3) Thunderstrike - Damage/Endurance/Recharge (5) Thunderstrike - Damage/Endurance (7) Thunderstrike - Accuracy/Damage (48) Thunderstrike - Damage/Recharge Level 1: Caltrops (A) Positron's Blast - Chance of Damage(Energy) Level 2: Slug (A) Apocalypse - Chance of Damage(Negative) (5) Gladiator's Javelin - Chance of Damage(Toxic) Level 4: Buckshot (A) Artillery - Accuracy/Damage (13) Artillery - Damage/Endurance (13) Artillery - Damage/Recharge (15) Artillery - Accuracy/Damage/Recharge (15) Artillery - Accuracy/Recharge/Range (17) Artillery - Endurance/Recharge/Range Level 6: M30 Grenade (A) Sudden Acceleration - Knockback to Knockdown (7) Superior Defiant Barrage - RechargeTime/+Status (9) Superior Defiant Barrage - Accuracy/Damage (9) Superior Defiant Barrage - Damage/RechargeTime (11) Superior Defiant Barrage - Accuracy/Damage/RechargeTime (11) Superior Defiant Barrage - Accuracy/Damage/Endurance Level 8: Hasten (A) Recharge Reduction IO Level 10: Targeting Drone (A) Gaussian's Synchronized Fire-Control - To Hit Buff (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (23) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 12: Sniper Rifle (A) Executioner's Contract - Accuracy/Damage (42) Executioner's Contract - Damage/Endurance (42) Executioner's Contract - Damage/Interrupt (43) Executioner's Contract - Damage/Range (43) Executioner's Contract - Damage/Recharge (42) Executioner's Contract - Disorient Bonus Level 14: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Smoke Grenade (A) Dark Watcher's Despair - To Hit Debuff Level 18: Flamethrower (A) Positron's Blast - Chance of Damage(Energy) (19) Positron's Blast - Accuracy/Damage (19) Positron's Blast - Damage/Endurance (25) Positron's Blast - Damage/Recharge (40) Positron's Blast - Damage/Range Level 20: Field Operative (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (21) Reactive Defenses - Defense (21) Reactive Defenses - Scaling Resist Damage (23) Preventive Medicine - Heal (27) Preventive Medicine - Chance for +Absorb Level 22: Combat Jumping (A) Luck of the Gambler - Defense (25) Luck of the Gambler - Defense/Increased Global Recharge Speed (27) Luck of the Gambler - Defense/Endurance Level 24: Ignite (A) Artillery - Accuracy/Damage (29) Artillery - Damage/Endurance (29) Artillery - Damage/Recharge (37) Artillery - Accuracy/Damage/Recharge (37) Artillery - Accuracy/Recharge/Range (40) Artillery - Endurance/Recharge/Range Level 26: Kick (A) Empty Level 28: Trip Mine (A) Superior Avalanche - Recharge/Chance for Knockdown (46) Superior Avalanche - Accuracy/Damage (46) Superior Avalanche - Accuracy/Damage/Recharge (48) Superior Avalanche - Damage/Endurance (50) Superior Avalanche - Accuracy/Damage/Endurance Level 30: Tough (A) Unbreakable Guard - Resistance (31) Unbreakable Guard - Resistance/Endurance (31) Unbreakable Guard - RechargeTime/Resistance (31) Unbreakable Guard - +Max HP (33) Gladiator's Armor - TP Protection +3% Def (All) (33) Steadfast Protection - Resistance/+Def 3% Level 32: Full Auto (A) Superior Blaster's Wrath - Accuracy/Damage (33) Superior Blaster's Wrath - Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge (37) Superior Blaster's Wrath - Recharge/Chance for Fire Damage Level 35: Weave (A) Luck of the Gambler - Defense/Endurance (36) Luck of the Gambler - Defense/Increased Global Recharge Speed (36) Luck of the Gambler - Defense/Recharge (36) Luck of the Gambler - Defense/Endurance/Recharge (45) Luck of the Gambler - Defense (43) Shield Wall - +Res (Teleportation), +5% Res (All) Level 38: Scorpion Shield (A) Luck of the Gambler - Defense/Endurance (39) Luck of the Gambler - Defense/Recharge (39) Luck of the Gambler - Defense/Endurance/Recharge (39) Luck of the Gambler - Defense (40) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 41: Super Speed (A) Blessing of the Zephyr - Knockback Reduction (4 points) (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 44: Assault (A) Endurance Reduction IO Level 47: Gun Drone (A) Gladiator's Javelin - Damage/Recharge (50) Gladiator's Javelin - Accuracy/Damage (50) Gladiator's Javelin - Chance of Damage(Toxic) Level 49: Web Envelope (A) Gravitational Anchor - Chance for Hold Level 1: Defiance Level 1: Brawl | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1739;722;1444;HEX;| |78DA8D94594F534114C7FF77294B69A5A560598AC8D6960215FC04EE262C09017D2| |60DBD96260D6D6849E4CDB8C42F6062A22C625C9F55E23B6E0FFA058C6FBEF80298| |A831EA433DBD670E99A63171927BE73773E62C73CEC94C5F3EE3FBF07EEA040CFFE| |95CAA589C3F45FF92B3ECBDE02C2C2EE573F9CCAA051AF5F445946C7E36B59471D2| |C993C5626A25579A9FCD5ECA396111CEAD140AF9E552F27C2A9D714A457867F2F95| |C72AEE038E96617A79C54DA592E2E660B3E5917B24B19BFBB3897CD2C9668D571B6| |905D488ACDE9D48243BF0AAFB6532463F40D56C23220A3EC01EED13C6EC3C496C07| |D061B1B0C75586738864D862BA81A65FA5EB2245AB1AF39201E3795B911CB8518ED| |5B7A0C162C8F2BF1C116F0301C429D403D43000D0C71D2F5683190C6675BC5EB616| |800040C062F4C018BA18F8A54AF4543451BE6AB5CA5A9518FB3110F4C15C3238611| |3C1478CC308A270C87F1942141BA4DBA9926ECB08321BC12780D75F68DC05B11BD6| |308529C7E3D4E3FDA0C57728D96CD7A319AB1CDAE2B17096A123B28656AC13381E7| |0CED7801559E6D86EB3485348F76483CB662CF52F0CD52B7FDC2D0895DB543F1B66| |9DA661B5A0DE54999E944C050D903C27A29C3D21111E9888874C48074C48074444C| |3AC224971D7A223A50A6811BB4E8D2D3D0852D5B556B4D60D3562DBECE308E0D068| |BAC76EBF5EBC677BEE211FC10F829F08BE1288E0B8449B7BBE201E8D1CDF4E08E1C| |B9CBD08B358175810D4B5D7693C1A668FA74337D92C47E496B3F820221C9AF4A7D0| |2936CE64F80DE02BDB68362262ADA51D18E8A76ECC0030511D7126AC4F1C954E9FB| |C8D0424786F5761DA6CBB8929B34253565338984A5523E24A09E8ADF14E6986E650| |C17D97EAF5DFD90952376CD93E4167FAA76BF914DCCD8BA059218ACB1EBAD7EC268| |7F9443DFAB95C459B25F2B99A065CCC6D75AC96DF63F99E037F9E00AFF3B7612D5E| |9FFF7980891273D4BB72A1BBAEA5F512209CC| |-------------------------------------------------------------------|
  20. I have DP device with burn out so I can pull out 3 for a short period of time. I am sure there is a way to sort of time it to have one burning out and the power resets.
  21. I will test it out, but my GUESS is it will not work. Because the timer is not up even though they are recharged. But it is a quick test to see..
  22. All depends on your play style. I play at 3/8 setting.. Every toon I make must handle the Alpha incarnate at a 3/8 setting or it is a failure. This is my play style... So in MY play style on a 3/8 setting I can't summon my pets with 3 groups are aggroed against them and me. They just get wiped a lot of times. On a 1/1 setting its really is a moot point. But if anyone is going to mention retreat as an option then we need to define what a retreat means and what is its purpose.. It will mean different things based your build and which primary and secondary you picked up. For example Electric Affinity without pets will get you killed fast.. No pets and you fighting 3/8, you are dead fast. I can tell you Entangling Aura (EA) on Nature Affinity is massive.. Again Petless mastermind whips/NA and Entangling Aura shuts down TONS of mobs. But I also have Oppressive Gloom (OG) on standby and I turn it on if some mezz or stun turns off EA. Because the reactivation delay for EA is a bit long when fighting on a 3/8 setting for my taste. So I turn on OG and then I reactivate EA and then turn off OG again and have it ready as backup. Regarding the pets.. It is very simple test. 3/8 setting.. No pets.. Go in to a room where several groups of mobs are close to each other.. YOU will be at Aggro cap.. Now summon your pets and simply spam attack and look at your pets as they are being summoned and how long after they are summoned that you are requesting them to attack they they attack. You will see there is a delay between the summoning and the pets able to take action. Or just summon the pets into a mob and watch as the mobs attack the pets and the pets do nothing for several seconds. Then redo the same test and immediately upgrade them and see what happens. Have them attack and upgrade them at the same time and see. I didn't suggest the spectre in the attack. Mine was the Soul Extractions vs pets. The Mastermind attacks are or to some degree useless because of the high endurance cost and lack luster compared to similar attacks from other ATs.. Masterminds cannot go on a full attack as other ATs.. They are forced to really just control the pets and toss out an attack here and there.. It is not like they are side by side with the pets in a full on battle. Its more of slower steady pace. The Spectres in the necro attacks ARE NICE... I have a Necro Trick Arrow Petless build and then I have a Necro Trick Arrow full pet build on same toon. I was able to incorporate the 3 attacks but I had to loose some defenses in the full pet build. It would have been nice to just get 3 pets max regardless of number of primary attacks you pick and it would be nice that they were just the same and not be based on the how you have the primary attack slotted. As I posted in the mastermind forums, the accuracy and resistance for EACH Spectre is based around the the accuracy slotted in the attack and based around the set bonuses slotting in the attack. So you need to max out your attacks if you want max Spectres. The simple fact of this is you cannot level a mastermind without pets because you will run out of endurance ALL the time.. At around level 23 or 25 you will be running out of endurance several times on EVERY mission running a 1/1 setting, this is 6 slotting endurance. I know because I tested it out. All AT have the same endurance pool, but the cost are different.. Masterminds more severely punished on endurance COST.. So that is my overall my gripe about the attacks. There are of course some Primary's and Secondary's that just gel well together.. Like Robot Traps.. Yes Triage Beacon is not a heal.. Its a regen. But due to my high recharge I have 2 triage beacons out for 23 seconds without incarnates on and 30 seconds with Agility running. So for 30 seconds my Regen is at 732.. My pets is at 400+whatever they have. that is not bad for 30 seconds. I notice the difference at least. Here is the issue.. Either I am full of BS and talking out of my backside regarding the pet delay during summoning and upgrade or it is happening. I made a post about it a while back. I am sure I took screenshots as well. Again we can agree to disagree. Masterminds are cool. But they are not super powered.. They are clunky.. No one is posting a million times on the Mastermind forums about soloing a Taskforce as they do on MANY of the other forums. They require a lot of maintenance and I would say it is a bit more advanced play style to some degree. I can accept that 3 powers go towards pets so that is 3 attacks or things you cannot personally because of the pets, they are doing something for you.. I am NOT crazy about pet upgrade slots.. I think that is a bit of punishment. I am not crazy about the pets being lower levels as well. Do your attack powers on any other AT do less damage as you level OR the same damage from the day you picked them up? No, they do the full potential of what they do and increase in damage as you level. There is no point where your Tier 1 or 2 power stops increasing damage at level 48 for example.. Do they come full and complete from the day you picked it up? Yea.. But with Masterminds you have to upgrade your pets? I am not trying to get into realism here.. But any AT has full command of all the attacks from the day they are picked up.. So fireball is the same at level 2 as it is at 50.. But a Mastermind has no clue how to just upgrade his pets and keep the upgraded at level 50? Imagine you had to use an upgrade every time you wanted to use fireball to its full potential. I have 35 inch Mud terrain tires on my Jeep 24x7x365.. I don't change to street tires when I am in the street and then swap to off road tires when I want to off road. I surely do not drive around with 2 or 3 sets of tires to upgrade based on the performance I need. I upgraded the tires and that is what I keep on my jeep from the day I did the UPGRADE.. You want me to waste a power slot on pet upgrades to get what everyone else gets out of the box? Not crazy about it, but I will But can we make it an option in Null the Gull if I want them auto or not? The reason for that is again some players turn off upgrades for certain pets because of what it does to them. I do not do that.. But again it is because those playing Masterminds have found work arounds for inherit issues ( for features as some would say) in the archtype. I think a common turn off of an upgrade is for the Arsonist in Thugs. I forgot the reason. Why do I ask for this option? Well, that gets us back to the post. Because at least when you summon the pets in the midst of battle you are dealing with at least the summoning delay ONLY and not compounding insult with injury with 2 pet upgrades. Which extends the delay for pet attacks. It is this lag ( its not real lag) or delay that causes an immediate wipe out. Again for something like Traps where you can be almost defense capped at 42 with just IOs and no need for set bonuses it is not a life and death issue. But for something like Electric Affinity? Yea, you are screwed.. Again 1/1 setting all of this is moot and useless. But it matters as you go up in difficulty. It matters on a team as well. On many Teams Masterminds can be useless on fast paced teams. How many pets get wiped running to you on a map? Tons.. I have seen pets drag aggro to the team as they are running and pulling mobs from other rooms in the path to get to us. So make me feel a bit useful during a wipe that I can at least summon pets that are ready to go. It's like calling time out in a fight.. Wait! I am calling TIME Lord Recluse, I need to upgrade my pets ! I think if players knew or seen the delay they would realize it is a bit unfair and would have no issue at least with the auto upgrade as compensation for the inability to act. OR Add some immunity timer to pet summoning. Summoning and upgrading makes them immune to damage until completed and 2 seconds after
  23. Masterminds MUST retreat on a partial pet wipe.. You loose a Tier 1 pet its not a big deal since they don't really do much at higher levels and are more there for the damage absorb. But when you start loosing a combination of Tier 1 and Tier 2 or Just the Tier 3 with some other additions. You must retreat just to re-summon because you will always be in constant pet wipe. You are retreating on your blaster because YOU are on low health, Not because your pet is gone. If I have a defense capped Mastermind I am sort of okay, regardless of lower hit points.. But even at full health I cannot re-summon my pets in the midst of a battle because of all the aggro they will take.. As I mention.. When you summon the pets they are defenseless and NOT UPGRADED.. With the current changes made now, they are even weaker because their buffs are now directly tied to the upgrade.. I posted images on a similar post a long while back along with a timer count of how long pets are useless which was about 12 to 14 seconds I believe.. They just don't do anything.. As I expressed in that post. I will express it here. Go aggro mobs with a non defense capped toon that are purple to you and stand there for 10 seconds doing nothing, then you will see my point. Again Masterminds need to retreat not because they are dying.. It is to be able to use a total of 5 powers.. 3 summons and 2 upgrades.. Those things take time. They do cause a stall in the pets actions. When I summon in the heat of battle with Robots I have learned enough about the game mechanics that as soon as the Assault Bot is summoned I use upgrade 2 first to get swarm attack and then command it to attack, he usually fires that off immediately which causes a nice AOE and panic.. Then I resummon what died and then go through the process of upgrading. Again its a chance I take.. Sometimes it works, Sometimes I curse and have to run to an elevator bank or a lower level to resummon and go back up. But personally my mindset is I am playing the game, not my pets.. So I need to be defense capped in some way. Because if I die my pets die and its useless. But if I am defense capped I can sometimes just handle my own and kill off a bunch of mobs to give me some room to resummon. I usually do this with Traps because o Trip Mine. Masterminds can do some amazing things when the cards all line up.. But one hiccup and they fall like a deck of cards. I try to mitigate that via defense cap. I would rather do less dps and survive and take longer in a mission, then die and run back. The changes to masterminds to some degree were nice.. But It was just rearranging the shelves. Then they forced in some form of attack from the Primary or loose out on some benefit. Mind you, this has been for YEARS like this.. Now you are forced to respec every Robot Mastermind to incorporate an attack to get a debuff what was inherit in an upgrade.. The spectres are very nice but you must have all 3 necro attacks to get 3 out. Mastermind builds are much more tighter than other archtype builds. Assuming you want to do amazing things.. Blasters/Corruptor/Sentinel/Insert any range attack build, you get range defense cap, a jetpack and your golden. You are king/Queen doing 3/8 4/8 content. So this gives you a lot of wiggle room for other powers. Masterminds not so much. Maneuvers and Tactics is pretty much a must because you want defenses for your pets and yourself and your level 48 pets( the 3 Tier 1 pets) need all the hit bonuses they can get. Again there are requirements for Masterminds plain and simple and there are even more now with the changes.
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