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plainguy
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Still better than Tier one pets for masterminds. Much more personal attacks. Much more team buffs that also affect the pets as well. No inherit endurance issues that would penalize you for taking an attack. Much better attacks overall. I get what their concept was.. The pets took place of the attacks. Their thought process was that the constant damage of your pets DPS will equal or exceed the other Arch Types players clicking and waiting for powers to recharge. Unfortunately that is until the pets die then its a whole different ball game depending on the scenario, build, ETC.. Further the DPS value isn't true either. As was mentioned in the discord chat and I am paraphrasing. It is either everything lines up perfect for the mastermind and they can do amazing things or its disastrous and at best mediocre.
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Standard Attack Endurance Cost =0.2*(0.8*Recharge+1.8)*EndConstraint*ATConstraint EndConstraint = 0.65 ATConstraint = 0.8 for most ATs primary and secondary power pools, 1.0 for Master Mind primary and secondary, and all other non-primary/secondary pools. WHY ??
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Looking for the first stationary Gun Drone images.. Anyone recall this. Basically it was changed to a moving pet because you just had to abandon the Gun Drone once placed and you couldn't resummon until timer expired.. So as you can imagine with all this moving around some fights would be over before gun drone was even placed.. Thus wasted.. I'm just looking for the image reminisce..
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When someone pointed out to me the level different between the tier 1 pets and end game mobs. I was like wow, this was in front of me all the time but I just didn't notice it. Looking at the comments on the Discord chat for masterminds I seen some good comments., this one of them. If things line up well for the mastermind he can do some amazing things but if they don't line up they fall apart. Others commented to what I have said in the past. You are pretty much forcefully guided to follow a specific route with masterminds to be decent and successful otherwise you just suck or just mediocre. I am not saying I want to be a blaster with a bunch of pets.. But My AR Device can pull out 2 gun drones and 3 spiderlings almost perma. The drones are for sure perma. The spiderlings are but if they die off fast then I have to wait. But the recharge matches the duration. My Veat Soldier has Call reinforcements, Summon Blaster and finally summon spiderlings on PERMA.. That's 6 pets of the same level and that is not counting Incarnate. Otherwise I would have 8 pets that I have access to. Mind you this Veat is full defense capped and has 5 attacks and a heal as well. My mastermind does not have 5 personal attacks. My mastermind couldn't afford endurance wise or build wise 5 attacks. UNLESS I made a petless mastermind and PL to 50 and used IOs and some incarnates to shore up the endurance weaknesses and issues. I might be exaggerating a bit, as some secondary sets do have some attacks and such but NOT 5 attacks. For the most part everything is built around the pets survivability. If you look at IO slotting for example. Its either your going for adding all the Pet Unique IO procs for defense and resistance or you are going for defense cap and provoke. There isn't that much wiggle room. Yes you could switch out one or two powers but, you are not afforded many choices as another AT does. Add in powers like Black Hole Trip mine/Detonator for example that not many AT at all pick up. But again I reiterate so everyone is aware if you weren't before.. Masterminds pay more endurance for ALL the same powers that other arch types have access to and in some instances a weaker version of the attack power. Most powers overall follow this simple notion. HIGH DPS = Higher endurance and longer recharge Moderate DPS = Lesser endurance then HIGH DPS powers and shorter recharge. If you can pull up 2 instance of MIDS it is easy to see. Again a Good example of this is Nova Blast VS Hail of Bullets. You can further see that powers that equal Nova Blast have the same endurance and recharge but with changes based on the power theme. EG Dark as as -hit debuff. And then you can find other level 32 powers that match Hail of Bullets numbers.. Mastermind powers do not follow this rule.
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This has been brought up by myself in another suggestion thread. Basically I suggested that the endurance numbers first be reviewed and fixed as needed as this is a overall issue for Masterminds regardless But then based on the BUILD.. You have 3 build options you can ONLY change at a trainer currently. Again but based on your current build you would get some sort of buffs.. Example. Your build shows you do not have Tier one pets.. You pick up another attack. Maybe rework the AT to have options for another PRIMARY POWER attack OR a pet.. Similar to what VEAT get at level 24 when they respec into different powers and mix and match as wanted. So a player with Tier 2 and Tier 3 pets might get some buff from defenses or extra HP absorption. Reason no Tier 1 pets means less pets to distribute bodyguard mode. If they fixed the Tier 1 pets to be higher levels instead of 6 levels lower then many mobs at level 54. Then maybe a player might pick up Tier 1 and Tier 2 and forgo Tier 3 pet for a similar signature based attack that many Arch Types get at level 32.. EG hail of bullets or Nova Blaster. Example at level 32 if you look at many Arch Types that is pretty much the big power for each set.. The big bang power. They come in 2 flavors either 32 endurance and have some endurance drain and a longer recharge or 25 endurance and no endurance penalty and a quicker recharge but clearly do less dps compare to the 32 endurance power.. Example Hail of Bullets vs Nova Blast. OR Less pets means the other pets get buffed with more HP, more defenses, More DPS, More different attacks. Using Robots as another example. No Tier 3 robot the Tier 2 or Tier one pets fire off cluster bombs similar to the Tier 3 robot but for less dps. Basically The other Tiers statistically absorb whatever the missing Tier would have brought to the game. Again you can go further and choose better bots OR a cool attack. Maybe you fire off the shoulder mount cluster bombs that the Tier 3 did.. But in the end nothing like this would be possible if the endurance is not looked at. Again Dual Wield is a perfect example of this.. They perfected and cleaned up Dual Wield when they created Dual Pistols but never went back to Thugs Mastermind where it originally came from and balanced that out for Thug Masterminds. Because the Dual Wield version of Dual Pistols is much better for any Arch Type other than Masterminds. But Masterminds pay the most to use the weaker version of Dual Wield.
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Origin Pool Travel Power(tech): Grapple and Glide
plainguy replied to kelika2's topic in Suggestions & Feedback
I get what your saying.. But it would help if you flesh this out a bit more on new power pool idea.. Unless they toss it out, you need to follow the similar format.. You need 2 power before you get the third power .ETC.. Don't shoot the messenger. I've seen a massive post about grappling or swinging. It was long but the gist was the buildings and sky are not made that way to create anchor points for a grapple to connect to. But you never know things change. I would just post the idea's as it could morph into something different and maybe better -
I agree AND Hats with no Hair..
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How did it go ? Pics ?
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Rework of Whips Trick Arrow After some steady play through the endurance drain ( ignoring EMP Arrow ) was a bit too much. After a bunch of hours over the course of days I reworked the build. Looking at what I had and other builds as well. The rework was able to get me Range and Melee positional defense cap which is much better then having smash and lethal defense cap and also resistance cap for Smash and Lethal. I had to give up The experimentation pool. Aid Self really needs some rework along with the medicine pool. Went Mu mastery. Was thinking of going Dark but I needed IO set bonuses that I could not get from Dark. Currently testing on 8/1 setting and is going well. Reds con mobs need some work and Purple con mobs need a bit more work. I currently do not have any incarnate level boost. I would really love to get a full team of Petless or semi petless masterminds together and run some missions. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer 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 -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(34) Level 1: Entangling Arrow -- GrvAnc-Hold%(A) Level 2: Flash Arrow -- Acc-I(A) Level 4: Glue Arrow -- ImpSwf-Dam%(A) Level 6: Kick -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(7), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(19), Mk'Bit-Dam%(21) Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31) Level 12: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(15) Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(15), UnbGrd-EndRdx/Rchg(17), UnbGrd-Rchg/ResDam(17) Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19) Level 20: Acid Arrow -- Bmbdmt-+FireDmg(A) Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(25) Level 24: Hasten -- RechRdx-I(A) Level 26: Lash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(29), TchofDth-Dmg/Rchg(29), TchofDth-Dmg/EndRdx/Rchg(33), TchofDth-Acc/Dmg/EndRdx(27), TchofDth-Dam%(27) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(37), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(39), Artl-Acc/Rech/Rng(31), Artl-End/Rech/Rng(34) Level 32: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Rchg/KDProc(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(50) Level 38: Charged Armor -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-EndRdx/Rchg(40), UnbGrd-Rchg/ResDam(40) Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-EndRdx/Immob(43), EnfOpr-Acc/EndRdx(43), EnfOpr-Immob/Rng(43) Level 44: Thunder Strike -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46) Level 47: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-End/Rech/Rng(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50) Level 49: EMP Arrow -- Lck-%Hold(A) Level 1: Brawl -- Empty(A) 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 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(37) Level 50: Support Core Genome Level 50: Cardiac Total Core Revamp ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1577;700;1400;HEX;| |78DAAD94496FD35010C79F63A769D3A4499AEE6B922EE9865B0312070E082820508| |32A153850208A5AB7316D93C849041C59C4260E504020D485222870E10B40BF08E2| |2B4039B0486C66F0FCDB44F2154BCE2FF39F99376FDED84E5C1CF5BD3972799F908| |207E753F97C3291CA177473C1C84C7B8EA70A4533352F0BBA3C74474BBEE4447161| |219B514775FA856164665BCB220E146766D413A6313597DC6F9AD90BA1A399B46EE| |A9982BAF5C73F9ECDCEAB878DD974817203B635A6A7A675339F3672BE2D3B474EAF| |6D4CE4747DBAE550CE9852CB0A258AD8F4A526DAE41EBA1F07052ECB2D96099A225| |C2B4C6515F653D86BCCE833E615653B5788932E5BBB4A9A044D6AE1B86BA4C9D0E4| |75F2B6D39A744A6ED475CF10E28AA89865FAD2B00D66ED7966DD1C3344B91E89733| |D5EC9AE51590DFA985E3F58C3F405980D945BC5B952553D6B1D416617F9AA794F52| |F507EEA7E63D53269F9FF314FF4ED9D6EABEC8F67E6ABE3283DFC0EFCCEBD477007| |D0726791D85D609A17E08F56B51FF06C587111F76B96D2D4CF1F5E8B5FE39AFD1F0| |025C6736BD6476BC82FD9A19A3DC46CE158D833C8B2734EF669C7BF369424C116D9| |3E01966E41CB3E52C9864DEA4FDB5627FAD586F89D66BC77AED32EFB95B6176B999| |BD15CC0E0F335AC9BCD3234427E72A9D4B8AAD45D698D16566D70AB8CABC4588A15| |E0CF5E2A8D78F7A43A8D78D7A1AEABDA3B1F460863D8DFC1CF66286BD98611C338C| |63861B843ED4EBBBCB73EA7F083E600EDC0317C1FBCC4D9F1083C81DFCC93319FAC| |5DCF11BF61FD81628F8D97A4B5091ABA2CF61F4398C3E87D197867E35F47B9BCE68| |04731AF9E1B2FB6C2B7F572DBAC480431971289A43D9E550763B943187922829D67| |8F917C2F65605B7BF0FD6472F79A572EF664991A4537CB29163923D9D4F8EE8CFE5| |D18B7CA6DD8F98FF02AC0D7A7A3414FB8FD75E7A7135AE6BFD05247D445B| |-------------------------------------------------------------------|
- 56 replies
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I agree about the IOs.. Don't get me wrong., I eventually fell in line back in the day and created a farmer after having 15 or 20 level 50 toons. When I came back to Homecoming I got my old AR Device to 50 ( first 50 ) and PL another farming toon to 50 using comic con S/L farm. Now I almost Power Level all my toons. I have purples and PvP IOs sitting all over the place. I store IOs and Salvage on AH. I paid 250 on the first or 2nd month for a donation. I would pay 250 just to have all these IOS and salvage in one place and organized. Just getting the IOs and salvage together takes HOURS.. I literally use the 2nd toon to hold salvage and feed it to the other toon to make ios while he is crafting.. Or I use him to go to the bins and get stuff so I don't have to move the other toon from the crafting table Or I send him top side to buy what I am short from AH.. And as always I buy 5 IOs I might need for 6 million each and then discover I had 2 of them already on another toon later on.. My goal is to do ITF solo with a petless mastermind.. Basically the lowest hit point, highest endurance use toon in the game.
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This is build I have Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Thugs Secondary Power Set: Dark Miasma Power Pool: Leadership Power Pool: Speed Power Pool: Leaping Ancillary Pool: Soul Mastery Villain Profile: Level 1: Call Thugs -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(3), BldMnd-Acc/EndRdx(3), BldMnd-Acc/Dmg/EndRdx(5), BldMnd-Acc(5), BldMnd-Dmg(7) Level 1: Twilight Grasp -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(45), NmnCnv-Heal/Rchg(46), NmnCnv-Heal/EndRdx/Rchg(46), NmnCnv-Heal(50), NmnCnv-Regen/Rcvry+(50) Level 2: Tar Patch -- Empty(A) Level 4: Darkest Night -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(43), CldSns-Acc/Rchg(43), CldSns-ToHitDeb/EndRdx/Rchg(45), CldSns-Acc/EndRdx/Rchg(46), CldSns-%Dam(48) Level 6: Equip Thugs -- Empty(A) Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(17) Level 10: Howling Twilight -- Empty(A) Level 12: Call Enforcer -- BldMnd-Dmg(A), BldMnd-Acc/Dmg(13), BldMnd-Dmg/EndRdx(13), BldMnd-Acc/EndRdx(15), BldMnd-Acc/Dmg/EndRdx(15), BldMnd-Acc(17) Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(29), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(31), GssSynFr--Build%(31) Level 16: Shadow Fall -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23), RctArm-ResDam/EndRdx(25), RctArm-ResDam/Rchg(25), RctArm-EndRdx/Rchg(27), RctArm-ResDam/EndRdx/Rchg(31) Level 18: Gang War -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(19), ExpRnf-+Res(Pets)(19), CaltoArm-+Def(Pets)(21), SprCmmoft-Rchg/PetAoEDef(21), SprCmmoft-Acc/Dmg(23) Level 20: Fearsome Stare -- Ngh-Acc/Rchg(A), Ngh-EndRdx/Fear(48), Ngh-Acc/EndRdx(48), Ngh-Fear/Rng(50) Level 22: Hasten -- RechRdx-I(A) Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34) Level 26: Call Bruiser -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(33), SprMarofS-Acc/Dmg(33), SprMarofS-Acc/EndRdx(33), SprMarofS-EndRdx/+Resist/+Regen(34), SlbAll-Build%(34) Level 28: Petrifying Gaze -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(37), BslGaz-Rchg/Hold(40), BslGaz-EndRdx/Rchg/Hold(40) Level 30: Combat Jumping -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(36), LucoftheG-Def/Rchg+(36), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37) Level 32: Upgrade Equipment -- Empty(A) Level 35: Night Fall -- Empty(A), Empty(40) Level 38: Dark Servant -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(39), BslGaz-Rchg/Hold(39), BslGaz-EndRdx/Rchg/Hold(39) Level 41: Dark Embrace -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(42), RctArm-EndRdx/Rchg(42), RctArm-ResDam/EndRdx/Rchg(42), RctArm-ResDam(43) Level 44: Oppressive Gloom -- Empty(A), Empty(45) Level 47: Burnout -- Empty(A) Level 49: [Empty] Level 1: Brawl -- Empty(A) 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 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A), Empty(36) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A), Empty(7) Level 1: Punk Level 1: Arsonist Level 12: Enforcer Level 26: Bruiser ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1458;666;1332;HEX;| |78DA6593DB4F134114C667DB2D9552686929E5D6165A28B44011F5DD4450D4D004A| |505D198664317D8D85B5A9BE8A3FF8BD717FF054DD4283E0B18E393F71B97077D5E| |8F733EDB263BC9CEAFFBCDCE39DF9CD349DF9A773F5EB8735A28DEB98256ABE5D25| |AEDA65E2D1AA5BC23AD6D1AEB7641C3494FB0B9925BAE178BE5522AB355DFAC0DB6| |E867EA1B1BA979AD7A239736B45A51139EA572B9905AD4B5BC5EAD6D1915977C5FA| |EE87ADEFD7FA96294367DF2E55CB9BAAEE7CA1BB955A350183A5B31D653AD49CBF5| |02ECDDEE2343097A9E390486E9103F08B3AAB0FD047F31D57DF080D976C8CCAA440| |57B2F29529BBACC9C5E0633CCD92CB8C25C51B15598423169885552EC7062FF6813| |22A48AE427F03373EA0B73FA2B73E61BF3059DC281680E19AD9B2AEE8437A78B731| |EEB00DD4C5727D8C5F47A9857C8493BA2B5CB682F297807BC75E0F46E54CB8D6A75| |A15A5DA89617D5F293934E38E9BC6B93DAC03DE6D07DF00133FC107CC45C23271EE| |CF59CB04BAD37A8C833F78589E3C408736098191E61BE22CFDDF0DCFD87BDF8BE0B| |B9E6FBCDF17B3E70FD7AB611FB39F32AE5F5F35EBB7F87AB32B30BEEA1936F99513| |A5F803D8AC024E7899116E4FD4AF03DE71A79C7DC265FFDB2F7A6A33FA34A6D380B| |AE80ABCC9135708EF75EA3D741F81A7CC3DE477798E3BBE01EB3973C84D8971A828| |7183CC402EC7DB407F4325F93B7083A1F919D7F420589E22451A98CCBF93A391983| |93313889C3491C4EE270F294624CC0C904BA9640D712E85A025D4B4699476E21269| |17752669C92B3AD5788141CA6A4F26F3287D4C635165211498B72DCA2CC5A949316| |E5944559B428E9A6622E592E76BBB771B1CD7D17AD2AADAB874D45612526E703CB9| |747962FDBE4BC906C663FDFF2FB42B27169CD8BC9C69FCEFC0BD9D029A6| |-------------------------------------------------------------------|
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Re-post the build with link or data chunk to review please. Your hit debuffs equal defenses. I didn't know and just discovered that even when the Anchor dies the debuffs is still there until the body disappears. I used to think once the mob does your debuff goes.. That is good because you now have some time to find a new Anchor if needed. Dark is rough because the set does not easily afford itself to defense caps. You could go range defense cap and then get Melee and AOE mid point and use Darkest Night to get you the rest of the defense cap needed. Again I am not crazy about getting defenses via Anchor but knowing that it still there until the body disappears is a bit of a bonus to getting a new Anchor.
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You think he could have done this without IO sets ? Warhammer community used to use the comment cheesy player. Yea could do something but it ruins the spirit of the game. Its basically win at all cost.. Being cheesy is like having a minion carry a bomb to blow up half a map as an analogy. EG playing a virtual game where you pretend to be a Super Hero / Super Villain and then go into a AE mission to PL to 50 and not play any content ( which I am guilty of ). Before MIDS many smart folks where using pen and paper to add up the numbers or running excel sheets. With the implement of MIDS many less brainy ( Like myself ) now have the ability to put builds together. Mind you with this requires that you understand the game mechanics at least. Just having MIDS doesn't mean anything. As you can see even the Options in MIDS allows for different scenarios.. EG the ability to suppress defense numbers in stealth like powers to get real combat numbers. My personal belief is they should allowed only X amount of sets per character build. EG 5 sets total per build. This way you could either have picked sets to shore up your defenses but did standard DPS. Or built up your DPS more. Middle of the road.. ETC.. But today I can make a blaster type character with full defense cap and improve DPS and also have higher regeneration & recovery numbers. But it is obvious by Werner post even he feels something has changed to make characters a bit too powerful. I don't know Werner and I have no reason to give him accolades and I am not even tagging him here for that reason. But I have to give credit where credit is due. He a very good working knowledge of the game mechanics and a bit more and Brute and Tanks have always been his niche. Yes it did take 9 hours to do, but I have seen Blasters doing it in less time as well. I will not say that I know what the original DEVs were thinking when putting stuff together with Task forces and such. But I can't imagine they made Task Forces to be soloed.. I just don't see. Again I could be totally off base. But really don't think so. Again as was also mentioned.. The horse has left the barn, its a bit difficult to pull this all back in now. End result you put together 2 or 3 builds that have accomplished this solo together you wouldn't need 8 players at all..
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Not being a nitpick but you mean Martial Assault not combat correct. I think the only one that matches is Darkness as the Minus to hit equals defense buff.
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With some of the ideas posted along with the new IOs I am looking to rework my build. Hover is great as it FORCES everyone to Range Positional Defense.. But I hate the element of having to hover, I would like to run around ETC.. But I wouldn't mind Hover when needed for other mission and TF needs. I have run out of jetpack before when I needed it. Now I buy 2 different jet packs and keep one off the list until the other runs out. When you have the timers listed on your powers and Bonfire kicks in you can see the number sometime jump. Bonfire is a really good power. Just does a lot for you. For me having full auto down to 14 seconds is nice. Getting it down a bit more when a proc kicks in is even better. But some really good ideas here..
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Recently I checked my blaster and she was squishier
plainguy replied to SweetTorment's topic in Blaster
I don't know 17.9 isn't much depending on the setting the team was on. If you are pulling aggro then everyone else might not be set up correctly. Copied from my signature link; Next scenario I'd like to look at: 25% defense. This could be the same blaster with some nice IO sets and weave, or a low level SR scrapper. 25% is essentially halfway to the soft-cap. That sounds good, but let me illustrate how bad it actually is. A minion of even level will still land exactly one in four swings. At this point, after only three attacks, it's more likely that you've been hit at least once than dodged everything. (The formula for that one is (0.75 * 0.75 * 0.75) or (1 - 0.25)^3 = 0.422, therefore only 42% likely that you dodged everything. More often than not, you've been hit.) In a succession of five attacks, it is 37.3% likely that you've been hit at least twice. But let's face it, few people only fight even level minions. On a marginal difficulty of 3, the worst you run into is a +2 boss. The chance to get hit by the boss is 39% (almost 15% higher!), and it is now more likely that you've been hit by the second swing (37.2% chance to dodge two attacks in a row). Out of five attacks, it is 30% likely that you'll be hit by three or more. Without any resists, tricks or inspirations, you may want to solo carefully. Further down the link which fits your defense range Some Defense: 10% & 15% defense. The idea here is that you're a mid-high level squishy who, while not obsessed with IO's, is trying to get a little survivability out of his build. Remember the zero defense case? It was dismal, but just to re-hash it: Even level minion hits you 50% of the time, +1 LTs hit you 63% of the time, and +2 bosses hit you 78% of the time. The LT will likely land three out of five swings and the boss will likely land four out of five. When you have 10% defense, the chances to be hit change to 40%, 50.6%, and 62.4%, respectively. We can already make a comparison here, in that the LT now looks like a minion and the boss looks like an LT. The boss and LT still hit more often than they don't, but you've effectively taken a level and a rank away from everything. (Or you've added a rank and a level to what you feel you can handle!) This translates almost directly into my succession of five, because the boss is only likely to hit you three out of five times. The LT is still likely to hit you three out of five as well, but considerably less likely. The odds dropped from 73.7% to 51.1%. With 15% defense, the chances to be hit become 35%, 44.3%, and 54.6%. It isn't much different, although now only the boss hits more often than he misses. The LT is now only likely to land two of five and the boss just barely likely to hit you three of five. This is something I've been afraid to do, but I'm going to inject some subjective analysis for this particular scenario to answer the question: "Does this small amount of defense really help?" In teams, I have to say "a very resounding yes," because if you're the kind of AT that can only get 10-15% defense, you are one of the team's squishies. You're doing your team role while the real hardy AT's try to hold most of the aggro. What you worry about is the minion or LT you got the attention of, but didn't quite kill. Maybe you're a blapper or close supporter who has to worry about those AoE attacks. The point is, you only get attacked a fraction of the fight. Maybe you only get one out of ten attacks directed at you; maybe it's one out of five, but that all compounds on the little bit of defense you added. A +2 boss hits you three out of five times, but when you only see one of five of his attacks, it's kind of like you "dodge" 22 out of 25 attacks. Mix in the fact that you are avoiding mez effects and debuffs, and you considerably boost your effectiveness in a team setting. Another thing to consider is that some of the support AT's you'll work with can buff your defense or debuff accuracy. Maybe they can only get 30% one way or the other, but the 15% in your build pushes you into the range of soft-cap near-invincibility. Just remember how I keep mentioning "that last 10% or 5%." You can become that last little push when your team is buffing you. -
Tankermind Ninja Traps. But then again that is my main go to for anything. Tankermind concepts works well for me..
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I have DP/fire, DP Traps, DP Kin DP Martial Combat. I also have a Archery Ninja Training but would work well as you mentioned with DP. The only problem with Ninja Training the Attacks go off but you don't see the weapon drawn sometimes. All these builds are soloing 3/8 setting.. I do enjoy out of silliness the Martial Combat slow motion kick. Its fun doing the kick and then shooting a mob that is in the air flying back. DP Traps a bit slow because of the setup sometimes.. But full defense capped. I do have build for a sentinel that is DP super reflex that is fully defense capped.. Which is cool because it really, really puts you in the mix without the hassle of worrying about FFG of traps.. But again as mentioned all are doing 3/8 with some defense caps.
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Because its not in that thread.. DUH.. lol.. That's my fault it was the Power Boost Thread.. I'm up too late..
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Have never played mastermind, looking for a beast/kinetics build
plainguy replied to Dischord's topic in Mastermind
Sort of reworked a Semi Petless build.. You are range defense capped and almost AOE. With Agility and Support you are almost defense capped. You could go with Mace Mastery and get Range and SL capped fairly easy.. I didn't slot procs in pets like many do. I go for defenses. Again its 2 AM and I can see some changes.. But I think being almost defense capped is good.. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Natural Mastermind Primary Power Set: Beast Mastery Secondary Power Set: Kinetics Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Mu Mastery Villain Profile: Level 1: Summon Wolves -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(13), BldMnd-Acc/EndRdx(27), BldMnd-Acc/Dmg/EndRdx(29), BldMnd-Acc(31), BldMnd-Dmg(7) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(3), NmnCnv-Heal/Rchg(3), NmnCnv-Heal/EndRdx/Rchg(5), NmnCnv-Heal(5), NmnCnv-Regen/Rcvry+(7) Level 2: Siphon Power -- Acc-I(A) Level 4: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(29) Level 6: Train Beasts -- Empty(A) Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(9), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(11), RedFrt-EndRdx(13) Level 10: Siphon Speed -- Acc-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31) Level 14: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(15), RctArm-ResDam/Rchg(15), RctArm-EndRdx/Rchg(17), RctArm-ResDam(17), RctArm-ResDam/EndRdx/Rchg(36) Level 16: Increase Density -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(19), RctArm-EndRdx/Rchg(21), RctArm-ResDam/EndRdx/Rchg(21) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(34) Level 20: Speed Boost -- BlsoftheZ-ResKB(A) Level 22: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(23), GssSynFr--ToHit/Rchg/EndRdx(23), GssSynFr--Rchg/EndRdx(25), GssSynFr--ToHit/EndRdx(27), GssSynFr--Build%(25) Level 24: Hasten -- RechRdx-I(A) Level 26: Summon Lions -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(37), BldMnd-Acc/EndRdx(37), BldMnd-Acc/Dmg/EndRdx(39), BldMnd-Acc(39), BldMnd-Dmg(39) Level 28: Summon Dire Wolf -- BldMnd-Acc/Dmg(A), BldMnd-Dmg/EndRdx(40), BldMnd-Acc/EndRdx(40), BldMnd-Acc/Dmg/EndRdx(42), BldMnd-Acc(31), BldMnd-Dmg(34) Level 30: Fortify Pack -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 32: Tame Beasts -- Empty(A) Level 35: Charged Armor -- StdPrt-ResDam/Def+(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-EndRdx(36), RctArm-ResDam/EndRdx(43), RctArm-ResDam/Rchg(43), RctArm-ResDam(40) Level 38: Transference -- Acc-I(A) Level 41: Electrifying Fences -- EnfOpr-Acc/Rchg(A), EnfOpr-Acc/Immob(42), EnfOpr-Acc/Immob/Rchg(42), EnfOpr-EndRdx/Immob(45), EnfOpr-Acc/EndRdx(45), EnfOpr-Immob/Rng(43) Level 44: Thunder Strike -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/Rchg(45), SprAvl-Acc/Dmg(46), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46) Level 47: Static Discharge -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(50), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 49: Fulcrum Shift -- Acc-I(A) Level 1: Brawl -- Empty(A) 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 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), EndMod-I(33), PrfShf-End%(37) Level 50: Agility Partial Core Revamp Level 50: Support Core Genome Level 1: Alpha Howler Wolf Level 1: Howler Wolf Level 1: Pack Mentality Level 26: Lioness Level 30: Dire Wolf ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1568;691;1382;HEX;| |78DA6D945B4F135110C7CFB65B0AA5A52DA52D147A055A587469C177131409971AA| |0EA2B6960A19BD0D2F492E8A3DF4051E38BD7C4EB8B5F40F9267E0215F0CDC76576| |E74F5B5D4FBAF9ED9939FF337366E7B478FFA6F7CBCAC3EB420ADC382C379B3BC57| |2B3A535AA7A6DCF7DBBDC6A37CA874E41C34D4FB2EBDB29B5ABD5A39ABAA491099A| |07A33DFEA5F6FEBEBAAED7B496BEDB0CAED62A5A43ABB5D4CB17DFE6D1D1A17A4B3| 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There is one in the Electric affinity thread
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I get it having Marauder drained is cool. But I have been on LAM teams where he was killed ultra dam fast regardless of T9.. Amp Up does not work on mastermind pets I have been reading on the Mastermind forums.. NPC mobs only need 1 endurance to use any power.. So 10 endurance is A LOT for an NPC.. They do not follow player character rules for powers. Draining them seems to be causing many mobs to run in panic. Been reading that has been big in ITF with Rom at the end.. I can start to compare this issue similar to people griping about Energy Blast Knockback complaint threads.. This will be the new gripe.. Nice set.. I am happy they did something to add something new into the game.. But there is SOOO MUCH they could have done with the old sets to make them new that I think would have been much more well received compared to this set.
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You need to understand that by the time AH and these sets came out people where already sitting on Billions of influence when we just had Single Origin IOs.. There was just nothing to do with your money once you hit 50.. I have many more high end builds today then I did back in the day because I decided to create a farmer after my 2nd toon and my first 50.. I PL my farmer with my AR Device guy in the Comic Con S/L city map..
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I am not going to lie. This is what I pretty much do. I create a toon and PL it to 50. The OP isn't wrong either on the Diablo comment. It is pretty much what they did and why. Mind you maybe the AH idea isn't the best. But I really do not play my toons from level 1 to 50. I have tried.. But once I get one dead day of grouping I jump to AE and PL them up to 50. You can hit 30s pretty darn fast on a farm and then hit 40s fast. Once you get to mid 40s you are cranking out about a level per 1 or 2 farm missions. its about or close to 20 comic con fire missions to get to 50. And between all my toons I can mix and match IOs.. I have many, many purple IOs that I do not sell and are all drops. I keep many IOs because at odd times you can't get a Red Fortune from AH because either they are out or you have to pay 3 million for a recipe or a crafted IO but you might have a Reactive Defense that you can convert to Red Fortune. So his AH idea might not be the best but his overall point is correct.. AE farms are great for the player like myself that just doesn't have the mindset to play the AH market meta game.. A simple example is many of the components for these new IO sets have increased in value and the numbers listed in AH for quantity available is super high. At this point I have over 20 level 50 toons, All IOed.. with about 8 petless or semi petless masterminds, which are also IOed running 3/8 mission setting.. I have a whips KIN mastermind doing 3/8. Couldn't do it without farming the money and PL the toon to level 50. I think its nuts to have to spend 25 million on winters IO or a winter pack. IO sets ruined the game.. When it was just IOs you needed a full team and you wanted a full team.. Today you don't need a full team for anything. They should have made it where you could only get a few sets and bonuses.. Again my Whips Kin petless mastermind is fully typed defense capped.. So his overall concept has some merit..