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plainguy

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Posts posted by plainguy

  1. 7 hours ago, Galamane said:

    Hey I changed somethings to suit my play style but I need some ideas on optimizing it to run posi1 and up with a travel power.

    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: Flight
    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: Hover

    • (A) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense
    • (27) Luck of the Gambler - Defense/Increased Global Recharge Speed

    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: Fly

    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (48) Blessing of the Zephyr - Knockback Reduction (4 points)

    Level 44: Tactics

    • (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: Evasive Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Defiance 


    Level 1: Brawl


    I don't think you need Tactics for the extra To Hit. I think it is over kill. I would stick with Assault. 

    Here is the deal. 
    First off Full Auto while Hovering is a bit wonky.. I don't understand how it works completely, but when hovering it's like it missing mobs. Overall I think something weird is going on with Full Auto honestly. 

    The other thing is you will have to turn off hover and fly to place trip mines. End result if you are flying around, you will see that you will not be placing Trip Mines down that much. Further, when you turn off Hover your defenses on both range and S/L will drop so you will much lower in defenses. Not the end of the world if you have a purple inspiration or can make one. 

    My first build with the spiders is what I was running BEFORE the changes to Trip Mine because it was useless and difficult to place as I would just get interrupted and loose endurance for nothing. So I went with a hover blaster that would just fly out of melee range when needed to force mobs to range attacks. 
    But once the changes were made I intended on making changes to my build. The build I posted above is now my 2nd build. I kept the first one. 

     

    I just don't think you will get the use out of Trip Mines as much and  you will have to make sure you eat a purple inspiration otherwise hits will go through..

  2. 4 hours ago, Rudra said:

    Yes, I know. My point is that those characters with multiple weapon attacks such as the Assault Rifle-Tactical Arrow BLaster do so by having one weapon come from the primary and the other weapon come from the secondary. No AT uses multiple different weapons from a single power set. So MMs shouldn't either. Your argument is thematics. Surprise! So is mine.

    Argument ?
    If you think so. 

    I don't see an issue. But its okay if you. 
    That's the whole point of suggestions right.

  3. 2 hours ago, Cybersbe said:

    Yeah, I say save the backpack attacks for the Crab Spiders. I.E. The guys who had their abilities designed with the pack in mind.

    Give the make over they did for Maintenance drone. 
    They basically broke down on of the bots. 

    Get rid of the actual crab back and logo and attach it to cybernetics back model

  4. 3 hours ago, srmalloy said:

    The latter would be much more difficult, as it would involve changing the animations for powers in each of the powersets with ranged attacks (barring a few that are defined by weapons -- Archery doesn't work coming from a crab backpack, for example), all for the special case of one costume piece. The cost/benefit tradeoff for that looks depressingly poor.

    Well I would imagine within reason and common sense..  They have animations for various high powered projectile attacks. 
    But Just costume piece ATM is fine.. 
    You know baby steps.

  5. 17 hours ago, TheZag said:

    I was gonna post this as a bug but the patch notes actually specify heal enhancements in dark empowerment improve life drain and doesnt mention siphon life so im suggesting a change (although it sure feels like a bug/oversight to me).

     

    The in game description is-

    Dark Empowerment will permanently bestow the most powerful and darkest new powers and abilities to all of your Undead Henchman. The Empowered Undead will gain new abilities and powers. The powers gained are unique and dependent upon the type of Undead Henchman that is Empowered, but all Henchmen will gain additional Hit Points, and the power to steal life force from enemies they attack!

     

    And here is the relevant patch note-

    Dark Empowerment

    • Now accepts Healing sets and enhancements.
    • Lich's Life Drain have been moved to this upgrade, no longer grants Petrifying Gaze to the Lich.
    • Slotting this power with heal enhancements will enhance Life Drain's heal.
    • Dark Empowerment range increased from 30' to 50'.
    • Grants a 15% max HP (half enhanceable) to all henchmen.

     

    Only the Lich uses life drain,  the zombies and grave knights use siphon life.  Adding heal enhancements into the henchmen upgrade power does improve the Lich's life drain but does nothing for the siphon life on the other henchmen.  As the upgrade power that adds the healing ability to all henchmen and accepts heal enhancements,  it feels particularly specific that it improves the Lich life drain but not the others siphon life.  Heal enhancements do improve all their total HP though so its not a total loss for the t1 and t2 henchmen.

     

    I wasn't even sure if this was the players Life Drain attack.. Which I was hoping it was.

  6. 11 hours ago, Rudra said:

    Because that character with both a bow and arrow and an assault rifle is getting it from a primary and a secondary power set. Not both from the primary.

    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. 11 hours ago, Rudra said:

    The issue I have with your comments in thsi thread, which I have stated multiple times, is the fallacy of your comparison.

     

    So let's look at your comparison again. Say you have a Blaster and you take Flares. Now you want your flares to be an AoE. It can't be. You have to take a completely separate power to do that. And you can only fire either Flares or that other power (most likely Fire Ball). You can't fire both at the same time.

     

    Okay, what about the MM? Just looking at the T1 Soldier pets. You summon the T1 Soldier. He starts with Super Jump, Brawl, and Quick Burst. He has a single ranged attack and a single melee attack. Then you use your 1st upgrade on him and he picks up ASMG Heavy Burst. Then you use your 2nd upgrade on him and he swaps the ASMG Heavy Burst for Heavy Burst and picks up Auto Fire. He now has 3 ranged attacks and a melee attack, and he will stand there and fire his three assault rifle attacks as quickly as he can at a random target within his aggro range after he is triggered into attacking. While the other 2 soldiers do the same, except for the Medic who may heal you, the player, or one of your pets as needed.

     

    There is no comparison between the MM AT and the Blaster AT for power progression/utilization. The pet powers don't work even remotely the same as the other AT's attack powers. The T1 pets suffer a 2 level penalty because they are putting out 3x as many attacks. The T2 pets suffer a 1 level penalty because they are putting out twice as many attacks. The T3 suffers no level penalty because it is putting out the normal number of pet attacks for being the only one of its tier. (I know you know this, but I need to state this for my point.) Combined, the T1 and T2 pets are more powerful than a lone version of the T1 or T2. The down side is that they have less HP than if they were the only one, and individually they do less damage than if they were the only one. Slot up their accuracy? They hit more often and maintain their damage better. Slot up their damage? They hit harder when they hit. Just like any regular PC slotting enhancements (except you get to dictate to your pets what enhancements they get to have slotted).

     

    They are not comparable to any single power from any other AT other than the Controller's/Dominator's pets. So if you want to compare MM pets to another AT? That is what you should be comparing. And from my experience? MM pets stomp all over Controller/Dominator pets even when uncommanded. Sure the Controller/Dominator pets probably outperform any 1 pet the MM has, but the MM has 6 of them, and unlike the Controller/Dominator, can determine when and what those pets are going to attack.

     

    The only pet delay I notice is entering new areas. Every time they transition a door/portal, they stop and do nothing for several seconds as they figure out where they are. If you order them to attack after they get through the door/portal though? That delay goes away and they immediately attack the designated target. I have not noticed my pets pausing for their upgrades mid-battle other than the 1 pet I have targeted for the upgrade as he goes through the upgrade animation. If they are pausing? It is thankfully for nowhere near as long as the door/portal pause because I don't notice it. If it happens? Okay, it happens. If the devs fix that? Great. One less thing to deal with.

     

    The argument between you and me isn't even about the OP. It is about how you insist on portraying and comparing MMs in the threads. I don't care if you have 0 MMs or 1,000,000,000 MMs. Every pet under the sun or none. I don't care if you are a novice MM player or an Ultra Uber Elite MM player. Ask for your desired changes without trying to portray the MM as being worse than it is. You take hyperbole to whole new levels for the sake of trying to motivate the devs to implement what you want.

     

    I am fine with the OP. I've said that multiple times. I am fine with what issues the MM AT has being addressed. I am not fine with reading a thread and seeing any AT being portrayed as harshly as you portray them. The MMs powers work the way they do for a reason. You don't have to like that reason. You can try to get them changed. Just stop bashing MMs as being as bad as you have been protraying them because so far? I haven't found any of your claims to be particularly credible about the MM AT because of how far you exaggerate the claims.

     

    (Side note: I have a hard time believing you dropped a yellow lieutenant con Behemoth Overlord with a single hit from the Assault Rifle's T2 Slug power. Which just adds to my perception of you using excessive hyperbole for your claims.)

    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. 6 hours ago, Sirius.Games said:

    An IO that shuts down repel would be nice.

     

    Probably would have been a better way to do it originally.

     

    The repel is the main reason I don't play hurricane. Just not my style when playing.

     

    The devs had to know this would come up and probably used the repulsion field as a test bed.

     

    But yes I know that some people like the repel and use it to great effect. For me I just don't like to do it.

    I should have went this direction.. 
     

  9. 7 hours ago, srmalloy said:

    And what about the people who slotted a KB->KD because they wanted the repel as a mob position management tool but not the KB and for whom the debuff is secondary? What you're asking for is that you can either have the power with all of its base features, or with just the debuff, with no way to keep the repel without keeping the KB. I'm going to have to vote for a hard pass on this; if you want a power that's just a PBAoE debuff, don't try to retroactively rewrite players to do it -- because making this change immediately tosses the repel for everyone who already slotted KB->KD.

    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. On 11/14/2022 at 11:57 PM, Rudra said:

    Make it a new AT. This isn't a mastermind any more. It's a super with a sidekick or a super with a bodyguard.

     

    Also, if you only get 1 pet, then Bodyguard Mode should be inferior. No invisible pets to split up the damage. The character will take 2/3s of the damage and the pet takes 1/3. Just like MM pets do now when you only have 1 pet out.

     

    I like the idea of MMs getting to choose which inherent attacks they get, but not piecemeal. It should be as a set. I want a bow! You get a bow. No assault rifle. No laser rifle. I want necromantic blasts! You get necromantic blasts. No other inherent attacks.

     

    I'm also against the Champions Online approach this idea has. Aside from the MM inherent attacks, all the rest of the powers should remain tied to their appropriate set. So the Train Ninjas power is in the Ninjas set, and only in the Ninjas set. Fortify Pack stays with the beasts, no modifying it to make it work with demons. And so on.

     

    1. 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
    2. 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. On 11/15/2022 at 1:25 PM, Yaliw said:

    What if the mastermind pets gained stat bonuses for reach pet power not taken? Like if I don't take zombies for example, my death knights and lich are stronger? If i take none but the lich power, then my lich is even more powerful?

    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. On 11/15/2022 at 1:32 PM, Rudra said:

    Masterminds are no more emotionally attached to my identity than any other AT. I enjoy and play almost all the ATs. I wouldn't have any issues with @plainguy's comments if he made a reasoned presentation without trying to cast the MM as garbage. And while that may not be his intent, the way his posts about MMs reads to me, that is exactly what he is saying. (Edit: Especially when he makes comments about them being broken. They aren't broken. They may not be ideal, but they aren't broken.) Address the concerns without trying to make them look worse than they are.

     

    That is a matter of opinion. I find it far easier to get by with a MM than I do with anything short of a brute.

     

    That is a matter of perception to me. However, I am willing to grant that pet management can be difficult. I have no problems with people asking for MM pets to not lose levels as their numbers increase. I disagree with that request outside of incarnate content (and possibly Hard Mode content, but wouldn't know since I haven't done any), but I have no problems with the ask. My concern is how much more powerful that would make the MM without doing much of anything to improve pet survivability in the cited circumstances. It's not the lower levels that I see getting pets killed. It is their lower robustness compared to player character development. Which was addressed by moving their defenses and resists into the 1st upgrade so they could be improved with enhancements.

     

    That is not the point as @plainguy was presenting it. (And if it was his intent, he needs a better way of presenting it.) @plainguy said that a Blaster's attacks improve as the Blaster levels, but that the MM's pets need the upgrades to improve. And that is blatantly not true. MM pets improve as the MM levels too. The upgrades aren't improving the pets' damage. The upgrades aren't improving the pets' accuracy. The T1 upgrade does improve their survivability now since now we can slot them for resist or defense, but prior to the change did not improve the pets' survivability. The upgrades give them more powers and utility. The pets improved by leveling up just like every other AT's attacks. And if you don't believe me, take your MM and exemplar down to as low as you can and check what your pets are doing for damage. Then un-exemplar and see what they do as a level 50 MM. And don't use any upgrade powers for the check. You will see that the pets are improving as the MM goes up in levels.

     

    Some players aren't happy with MMs. I get that. There are tweaks that would make the MM more enjoyable for them. I get that. That argument is severely undercut in my opinion when the one(s) requesting the change ignore the facts about what MMs can do and how well they can do it in order to make what they can't do or have difficulty with look more severe. Present your requests fairly is all I am asking for.

     

    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. 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. 




     

  15. 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.

  16. 4 hours ago, biostem said:

    Fly, (as early as level 4 now), has spoiled people.  Back in my day we navigated Perez park with only CJ + hurdle!

    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 !

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  17. On 11/13/2022 at 2:41 AM, Rudra said:

    We're just always going to disagree on that....

     

    Like you said, that is a matter of playstyle. My MMs are spamming their three inherent attacks constantly. With their heal (if thay have one) firing off when my pets or character get too hurt.

     

    Again, a matter of playstyle.

     

    Which is weird, because I don't seem to have that problem.

     

    Hey! We agree on something! I know I had a bottle of specialty eggnog to celebrate around here somewhere.... 😜

     

    They actually degrade as you level, becoming less effective even as their damage increases. Which is why enhancements are pointed out in I think 3 different arcs to players.

     

    The difference here as I see it, are that pets are almost fire and forget. They are powers that keep doing damage to your enemies without you having to do anything. So that's 6 different sources of damage that the MM doesn't have to click. And the upgrades add more fire and forget capability to those. As opposed to the Blaster's Fireball that the character has to click to use every time.

     

    Okay, I gotta know... how do you turn off a specific pet's upgrades? Because I would REALLY love not equipping my Assault Bot with that flamethrower. "No, seriosuly! Stay at RANGE you stupid robot!!!!!"

     

    Yeah... probably the primary-secondary pairings in play here... but I was running a +2/x8 TF with a single friend and we had split up. I didn't even realize we were clearing different sections of the TF at that difficulty. My pets just ate everything. Only realized when it dawned me all the bosses had been purple.

     

    Not in an instance. Only when running across the zone to the mission.

     

    *grumble* *grumble* Okay... yeah... depending on team and task, that is true.

     

    Sorry to say, but that boils down to poor pet control. Though on large, fast moving teams, that can become rather inevitable.

     

    I could agree to this. For the summoning. Not the buffing. As I've said, I've never noticed my pets pausing while one of their number gets upgraded.

    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. 


     

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