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plainguy
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The problem with any endurance drain is all NPC mobs need 1 endurance to do any attack. They do not follow the player rules for endurance per attack type. So 10 endurance for a NPC is A LOT.. This is where I feel bad.. They took the time to create this set and myself think its lacking or could have been done better.. But again I feel bad because of their limited resources for them to do this work for a FREE game for the most part. Just to be poo-pooed on by someone its a heavy blow sometimes.. I would be like MotherF***er, ungrateful such and such. I think its a great start for them but some changes need to be made. I think picking Electric power set where endurance is of limited importance to an NPC wasn't the best. Dual Pistols came from Mastermind Thugs. You had whips to work with. You have pistols.. You can go with a Pistol and a weapon ( sword, mace, axe ) set. OR They should just work on what we have. We have TONS of sets.. Just rework what we have.. Create new ways for these sets to be invoked.. EG Darkness from a Magic staff or wand. Energy Blast powers from different anchor points.. EG shoulder blaster. Flame Thrower from arm mount.. EG Mandalorian flamethrower.. Trick Arrow to Trick Weapon, same attacks from a gun or rifle or from again different body mount devices. illusions from a device that you toss. Secondary attacks come from the same as primary attacks.. Epics come from primary weapons when possible. EG Web Envelope comes from gun or bow not a mace. Instead of doing the math on trying to figure out to balance a new set AND then try to create some unique graphics for it.. Again how about just give old sets a new wash.. Its all graphics.. That is all your doing.. No balancing to figure out.
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Stop trying to make sense..
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No clue how difficult it would be to have the powers come from a different location. You can see on some of the guns the hand grip looks a bit off and on some guns things like flame thrower come out of magical opening. But just changing the origin of powers would make it feel like a new set.. EG Mandalorian flame thrower concept from arm. It would be nice if EVERY arch type could change the origin of the power.. Again no clue how intensive this is to do.
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OHHH... I never knew that...
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Wow GREAT INFO.. I also picked up Scorpion Shield. I have Range and S/L defense cap. I could pickup 2 Mastermind attacks. Photon Grenade does more damage slotted then Mace Beam Volley. I could drop Power Boost for Pulse Rifle Burst. I was thinking along the same lines with incarnates. What I did do is remove the six slots and in Shock and put them in endurance. I just didn't like the endurance numbers at all. Again not a big fan of six slotting endurance or health either but not much of a choice atm.
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Just wondering if anyone has found any value using power boost with Electric Affinity ?
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Traps and Time or some will say Time and Traps. Traps is a stationary set.. Meaning you have to set up.. But since your talking solo it works well. Especially Tankermind.. You provoke and have the pets attack. I personally find Trip mine helpful in a fight though it is slow to recharge at 5 or 6 seconds and can be interrupted.. Hopefully one day Traps will get the same treatment that Device did with Trip mine. Traps will get you positional defense cap easy you pretty much almost get it with just standard IOs. But even on a team just running around with FFG going is helpful for the defense it gives everyone.. Then you can drop your high recharge powers like Acid Mortar. Traps also has some nice debuffs against AV. I just defeated an AV with only my last pet and some attacks using traps. Time is great because a lot of heals. pretty hard to kill off pets with all those heals. Further you can move around while casting.. So its a quicker pace game. Traps definitely has more debuff then Time. But time has more heals. Both can be defense capped. None of the build are old here.. I constantly post my Robot Traps build. Crysis is big on Time builds.
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Thugs Enforcer produce double maneuvers ? Correct ?
plainguy replied to plainguy's topic in Mastermind
Ugh.. Yep.. Sorry -
Thugs Enforcer produce double maneuvers ? Correct ?
plainguy replied to plainguy's topic in Mastermind
Thanks but it is not double. I thought it was for some reason.. -
Hurricane is dam endurance killer.. But if you could go range cap and mid aoe and melee you would be full defense cap with hurricane active..
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I believe the Enforcer produces double maneuvers ? Is the value 8.47% each pet ?
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I think once the thought process was I was on personal crusade to create Semi-Petless or Petless masterminds nothing else mattered what I said. I assure you having a Petless or Semi Petless mastermind is my own thing. I do not join teams with them. I am solo playing them not to have any sort of issues. I have many other toons I can use to join teams with. But what I did learn from this experience of lesser pets that it is IMPOSSIBLE to do because of the endurance numbers. This is a very simple test.. Go to the Test Server Get one of my petless or semi petless buids and create it. Now create another toon that has the same secondary.. Storm, Trick Arrow, Traps. When you can Pick the same primary powers.. EG DP Traps.. DP Kin. AR Storm. Now with NO IOs at all slotted.. Go fight some decent level mobs.. EG if your 50 go fight some level 47 Gray con mobs.. Now just simply look which toon last longer fighting.. Which Toon can stay in the fight longer.. Or just take my word based on my play and some minor math that the endurance numbers that anything will outlast a mastermind. When look at the whole picture of a Mastermind Arch Type I realized it just isn't fare. We have lower level pets which become useless after a certain point in leveling. They are just so low they really can't hit anything and do minimal damage. So again I will keep reiterating at a certain level and DEFINITELY at 50 where many are IOed out and running 4/8 setting. YOU ARE a SEMI PETLESS Mastermind with only 3 pets.. Because the Tier 1 pets are not hitting that much and doing minimal damage being 6 levels lower. We pay higher prices in endurance for weaker primary attack powers We are paying higher price for all secondary powers Again I ask WHY ? Endurance is the currency for this game. You do X or Y and pay with endurance.. It is my LIMITED understanding that all the components of a power determine its cost in endurance. IF that is a FACT.. Then again why is the Mastermind paying MORE for less ? A comment that was brought up was that there is discussion of lowering the Endurance for summoning which is great, but I think is useless because the summoning though endurance extensive is not something your doing EVERY FIGHT. If so then I can also suggest as was mentioned above "You're doing it wrong". But you sure are "hoping" to attack with your pets a bit on EVERY FIGHT. On my Robot Traps I am placing Trip mines as I can. That is my one and only attack along with Soul Storm. Its not the best attack, it can be interrupted and is sometimes. But when it goes off it does some decent damage. Before incarnates 2 attempted followed up by 1 successful trip mine meant almost half by endurance bar. Depending at where I was on the endurance bar I would have to sometimes stop at the 2nd failed or risk de-toggling or eat a blue inspiration. Maybe if I wasn't paying 20.8 extra to drop down all my traps (excluding Detonator) I could try to drop down another trip mine without de-toggling. I know some might be saying wow your complaining about 20.8 points of endurance ? If you start looking you can see it is the endurance needed for just about every other Arch Type level 32 power. For some Arch Types they could go two attacks with this endurance. Meaning one big one (signature attack ) and another. Over the length of a fight this all adds up. For some they would understand its less XP per hour..
- 49 replies
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- mastermind endurance
- endurance
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I really was hoping Amp Up would work on Assault Bot and have his attacks make mobs fly up Just seems much is not working as listed.. Zero clue why the Devs would put out a major update like this without reviewing the wording on the power set.
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Demon Summoning Trick Arrow Petless Needs Cardiac to keep it steady for endurance. I find this build fun because its like Old School COH.. Your moving around looking for best position. Using inspirations much more.. You have set bonuses from the IO build but still feels very generic build. What I mean by all of this is my builds usually feel very strong. I know they can handle the 3/8 setting.. I do have some bad moments but overall I am kicking butt. They are usually high defense capped or positional cap which means I can stand anywhere and not worry that much. I could have went hover blaster concept but decided against it this time around. I did find the grove with this build which is as follows; Adrenal Boost ( when up), Flash Arrow, EMP Arrow, Oil Slick, Glue Arrow, Disruptive Arrow, Corrosive Vial, I would target Oil Slick for igniting with whip attack or try to get it within my Crack Whip cone to ignite. But now I picked up Pyro incarnate so I just use that to ignite, Blue inspiration because of the endurance crash of EMP Arrow, Poison Gas Arrow, Acid Arrow, followed by Flash Arrow. I will rush in and Crack whip and then fire off single target attacks at mobs because I know they just need one DOT on them to kill them off. So I just fire and switch. It pretty much kills the whole group just leaving a few purple cons at half heath and Red cons just about dead. I let them regroup and then just kill them off with some whip attacks and Experimentation attacks. Or if the 2nd spawn is close enough I just combine the two groups. Speed of sound is great for getting up top, EG teleporting to Elevator area to start a pull from there without worrying about getting aggro trying to get up there. popping one purple inspiration is very helpful and helps me stay in melee range as I wait for Oil Slick to recharge. I try not to keep a full tray because I can get 4 or 5 inspirations a few moments after I fire off the chain. Wish Aid Self was a few seconds quicker in recharge or that Field Medic also broke the interrupt for Aid Self like it does for Aid Others. Toxic Dart has a cool affect of sticking someone with a syringe dart. The larger the target the bigger the syringe is. Corrosive Vial is like hot feet. No one wants to be standing in it. And yes I use Cross punch, Max target is 2 no matter what the tool tip might say. I would be impressed if someone could get 3 mobs in its aoe. 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: Experimentation Power Pool: Speed Power Pool: Medicine Power Pool: Fighting Ancillary Pool: Mace Mastery Villain Profile: Level 1: Corruption -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Entangling Arrow -- GrvAnc-Hold%(A) Level 2: Flash Arrow -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(43), SphIns-Acc/Rchg(11), SphIns-ToHitDeb/EndRdx/Rchg(11), SphIns-Acc/EndRdx/Rchg(34) Level 4: Glue Arrow -- ImpSwf-Acc/Slow(A), ImpSwf-Dmg/Slow(7), ImpSwf-Acc/EndRdx(9), ImpSwf-Rng/Slow(9), ImpSwf-EndRdx/Rchg/Slow(42), ImpSwf-Dam%(19) Level 6: Lash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43), KntCmb-Knock%(45), FrcFdb-Rechg%(48) Level 8: Crack Whip -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17) Level 10: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(23), BslGaz-Rchg/Hold(37), BslGaz-EndRdx/Rchg/Hold(40) Level 12: Speed of Sound -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(21) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Poison Gas Arrow -- FrtHyp-Plct%(A) Level 18: Aid Other -- NmnCnv-Heal/Rchg(A) Level 20: Acid Arrow -- ShlBrk-DefDeb(A), ShlBrk-Acc/DefDeb(21), ShlBrk-Acc/Rchg(25), ShlBrk-DefDeb/EndRdx/Rchg(34), ShlBrk-Acc/EndRdx/Rchg(34), ShlBrk-%Dam(23) Level 22: Kick -- KntCmb-Knock%(A) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(25) Level 26: Toxic Dart -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(29), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31) Level 28: Disruption Arrow -- RechRdx-I(A) Level 30: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def/EndRdx/Rchg(33), RedFrt-Def(33), RedFrt-EndRdx(33) Level 32: Corrosive Vial -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50) Level 35: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37) Level 38: EMP Arrow -- Lck-Acc/Hold(A), Lck-Acc/Rchg(39), Lck-Rchg/Hold(39), Lck-EndRdx/Rchg/Hold(39), Lck-Acc/EndRdx/Rchg/Hold(40), Lck-%Hold(40) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx(43), RedFrt-Def/Rchg(45), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(46) Level 44: Cross Punch -- FrcFdb-Rechg%(A) Level 47: Adrenal Booster -- RechRdx-I(A) Level 49: Aid Self -- NmnCnv-Heal/Rchg(A), NmnCnv-Heal/EndRdx/Rchg(50) 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 -- Clr-Stlth(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) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19) Level 50: Pyronic Judgement Level 50: Cardiac Core Boost ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1522;686;1372;HEX;| |78DA6594494F137118C6673A534A5B5A5A286B5B9002820506AADE8D0A1A13AB95A| |2170FA429034CA4533294884717DCE2C98BC6B8E176F4ECDDAFA09218BF82CBC5F5| |525FE679A4359DA4FC669EF93F7D579ADD986E797DFCF221458D1C5D29ACADCD670| |B6B15D32959F682EF54A1B2EE145634452E9F7C066AEFE6F3EBA552D936A64DF9CB| |07CB5E8AD79D38B2BEB868CC3956F1C2FC61C7295F8C9EB0974DC7B42BC6BF9B58A| |E5C5E316636564DC72AC973A16295ED802BE6574D7321E4DE66CD05AB68D9269E8E| |594BCB1589949859B58A465DB86CA16832F94BDD926C5A3EF7230AAFAA577924C8E| |88AE731F904D49F925B60D333F08ABEEB5594B31E57BB2A9A0A4D577D9AABA59BC1| |809F0C800341F09A7834E6A06D893BB913036C7E4EBE00F7BD04DB5E810F247FAF0| |AAF372748C99933E42C98CE83E373E0E426727D18C1D076BC3ECDEB6A2D3AE905C3| |4D60C44736839B92B31F5ECDFFCEE3E6D2F91E1CFA008E6C833969741067D5E027C| |48E7D0453924008F9ABA131F4354C5E9718ADEC6FEB799C4FCAF928B5685E75B51B| |72AE9D75B4AB9A1B33E601BB35704027BD606713E891EFEBE0F775B03F9A685DCCA| |96B3F66D4DD857E9F965A7A18AB87FBD2CB7DE9E5BE24B82F09EE4B1FF7E5A6E419| |67AC386BD4255692F34B06504F5F906C01F784C830D90ACE4A2EFDCCA59FF31BE7F| |C2639BF49CE2FC3F96538BF5B924B8ADE14BD83F40ED23B48EF10BD43F4DE16EF30| |BDC3DF3197BD3FC89FE42F70E437F9077C23ED1C65BDA3AC37CD7AC659F704EB9E6| |0DD13ACFB8E041D835719E30EE7A507067B6AB0A7FDD2D329EEDB147724330726EA| |FF67AB7229E90665AA41C93428071A94830DCAC97AC58F7CB335AD9AABFD5628AAE| |BF047767F09AA9F03F256AD7FFBB55E39877ABE349CFA565354F51EA2B6DD05ABFF| |5FF198A8385A7D1BADDDFF05F883F9B8| |-------------------------------------------------------------------|
- 56 replies
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- petless
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I am too long winded. Remember this statement as you read these points. Tier 1 pets after a certain level are only useful for bodyguard mode because the enemies we might be fighting are just TOO HIGH in level for them to do any real DPS. Thus we only relying on our Tier 2 and Tier 3 pets to help us do our main DPS. Mind you again these pets are lower levels as well. End result at a certain level we are only using the Tier one pets for bodyguard mode benefit they offer. 1. My issue is not for Petless mastermind builds its for Regular mastermind builds. * I will express later the benefit for Semi Petless masterminds. 2. The endurance issue is for ALL POWERS a Mastermind uses. Primary and Secondary.. 3. Not only are we Paying more endurance and doing less DPS with these powers some of them have also been changed that we don't even get the debuffs the attack does. So basically we are paying to get a plain Hamburger when someone else is paying LESS and getting a super deluxe burger with all the trimmings. Here is where I concede there is a benefit to Semi Petless masterminds.. Having REGULAR endurance cost, like EVERY OTHER Arch Type. Would allow a player to level as a Petless or Semi Petless mastermind. From level 1 to 50. So why not make them useful ? I have personally out of a simple Proof of concept shown that a Petless or Semi Petless mastermind is survivable at level 50. As was mentioned by other posters which you even agreed. The powers are useless after level 20. I can semi agree. Because your paying more for a less stripped down version of the same power. Again no other Arch Type has to deal with the concept that their level lower level powers become obsolete VEATs at level 24 get a whole set of new powers and can mix and match between the two. So if the thought process is respec after level 20 out of useless powers. Then the powers are lacking because they should be useful all the way to 50. The Devs should review the formula behind the powers and fix them. My thoughts are A Mastermind for Pistol attack should not be paying 6.5 compared to a blasters 4.16. But instead 2.16 maybe for the base damage attack. Blasters get a defense DEBUFF and a Damage BUFF. I would give those benefits a value of 1 endurance each. Again the Devs could come on and say no sorry but the actual benefit for those buff and debuff are only worth .50 endurance.. Doesn't matter.. Because 3.16 for base damage is much better than 6.5.. Again as you read.. Keep remembering at one point mid level in this game the Tier 1 pets become useless. We are always saddled with that if we want to play Masterminds the "RIGHT WAY" as was mentioned.. Look at the whole picture and not just the attacks are useless so respec as per popular vote by players.
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Again you do realize you are still making my point of why are masterminds paying more endurance? Thugs Dual Wield is bad ? Empty Clips is bad ? Pistols is bad ? I am pretty darn sure many DP builds on all the forums for all the Arch types that can use this power have at least ONE if not two of these power in their build. I sure do on my 3 or 4 DP builds. But you are saying these powers are bad ? I spent some time looking around on the forums to see, but I don't see anyone telling a Corruptor, Blaster, Defender, Sentinel to remove any if not all of these 3 attack powers after level 20. You want to know what makes them bad on a Mastermind ? That your paying more to use the same power that does the same base DPS damage as any other Arch Type. Imagine picking up a level 1 or 2 power that eventually becomes useless in game. What would Sentinels do ? They need at least 1 of those two first powers to activate something. But Mastermind get Tier 1 pets which do become useless eventually as the mobs you fight out level the Tier one pets dramatically. But further then why is a mastermind paying more for their secondaries as well compared to other Arch Types ? I am certain you can't keep using the same verbiage respec out of it at lvl 20. I just can't respec out of my whole secondary. I thought DPS output was somewhat formulaic around endurance cost per power, among other things like recharge. Taking a quick look you can see Final powers are either 27 endurance or 20 endurance. With either a 145 second recharge or 125 second recharge respectively. Which makes sense.. The BIG DPS powers like NOVA do more damage and take longer to recharge and cost more to use. Where as something like Hail of Bullets does less DPS and cost less and is quicker to recharge. So Why isn't my lightning Storm on my Mastermind not doing more DPS or recharging faster for the 9 endurance I am paying ? Why are Dual Pistol players in any other Arch Types doing more DPS and paying less then Mastermind Thug players for the same attack? I am just picking them for the analogy but its like that across the board for all similar powers. Mercs, Ninja, Beast. But again I want to remind you that you are agreeing that this holds true for the Primary. That you should swap them out after level 20 or you are playing COH wrong. And by the same analogy ALL the SECONDARY POWER sets as well. Or are we going to make up some other imaginary rule that masterminds have to pay more endurance because mentally they are being taxed too much while trying to control their pets ? I also want to add that lowering the endurance for pet summoning is useless, at least on its own. For a player like myself I am barely getting a pet wipe. So it benefits me much less then a player who doesn't know how to play a mastermind and control their pets ( usually someone who has power leveled to 50 ). See what I did there.. I put my own LRN2PLY spin. But you both made my point. Because now you need to explain how Pistols, Dual Wield and Empty Clips for ALL Arch Types must be respec out of at level 20. Again I spent a good 30 minutes trying to look at threads on DP in which someone is saying NOT to take those 3 powers because they were bad. I have seen people post about Not needing one or another based on rotation. The response will be well they are better for those arch types so they should be taken because of endurance.. We are just talking about Masterminds.. But again Secondaries will be glazed over with no answer why Masterminds are paying more. Then you would have to concede that if the endurance was normalized then they would be of value. Because you can't say that the SAME EXACT POWER is good for one Arch Type but bad for another. Which is what the thread is about fixing the endurance cost for masterminds.
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You know that statement is wrong.. By the mere fact that they are there means you can take them and they should be of use. Show me in the COX rule book that by level 20 I need to respec out of any attack. Then I might agree with you.. Until then its YOUR OPINION that your trying to impose as some hidden rule.
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Any changes is good. Needs of the many outweigh the few. But look I think the endurance issue for attacks is there regardless of 6 pets or no pets. You just couldn't use those 3 attacks along with everything else with any consistency. It really would be I can only use any of these attacks once in a while because of the endurance burn. Like you couldn't spam the crack whip it would kill your endurance. I will say this. I have a Whip Trick arrow build and it feels like old school COH.. In which there is an risk of going to the hospital at level 50. It's a lot of fun. Lots of moving around and positioning. At this point with 20+ builds with IOs it's pretty much autopilot on just about all my builds. Right now I am trying to do solo ITF on 8/4 without any deaths. Looking to do it natural but the AV on the map with the generals and computers cannot be taken down. I need to try to "cheat" and use envenom daggers. I would love to see a team of Petless or one pet only masterminds running some ITF or similar.
- 49 replies
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TDLDR; Tier one pets are useless at top level because of the vast range level between the pet and the mobs.. I think its level 47 vs 54 mob.. just not going to cut it. All the Mastermind powers are inflated endurance wise when compared to any other Arch Type. So as an example Dual Wield, Blazing Arrow, Steamy Mist to name a few are all higher endurance cost for Masterminds. But again its all powers. I would like to guess but I am not going to, that someone long ago did some math and said that Masterminds with all their pets and paying the same endurance for an attack or debuff can or will out DPS that certain other arch type or is too powerful. Again not asking show me the numbers but it would be nice if someone said this is a fact and this is why. My simple defense to this is Tier 1 pets are useless. Tier one pets take up a slot and so do the 2 upgrades which you NEED to take for the OTHER pets.. No other Arch Type has a power that set to 3 levels lower then the current players level. If someone level 47 could take out a 54 mob with similar attacks as Tier one pets then I would have to shut up. But I know its not possible. End result at lvl 50 Tier ones are very limited in use. I believe reducing the endurance would allow masterminds a option to different play style with lesser pets as they level. Currently because of the endurance issues you cannot level a mastermind with NO pets.. The endurance drain on attacks is just too massive. Which means you are pretty much pigeonholed into playing a mastermind with all pets limited to no attacks and just controlling your pets to fight.. Because the player isn't doing much the pets are. I would like to get into the mix as well sometimes.. Even when defense cap is possible with a mastermind it still hard because the endurance drain from attacks prevents you from really fighting because it will drop your toggles needed for defense. I want to punch this guy but I can't let me stand here and just tell the pets to attack until I can make an endurance inspiration or my endurance goes up a bit.. THE Long winded version You know I am an outlier with this stuff. I do have Standard Mastermind builds which have zero issues with endurance because all of my builds are created with a Tankermind concept. I strive for 3/8 setting solo which mean I know can pull more than my weight on a full team. So with that being said especially with the new changes to Pet AI I don't have that many pet dying and resummoning issues. Plus a barely use inspirations on my full pet masterminds. Further with the Tier 1 pet being so out leveled on many missions, my only concern is Tier 2 and Tier 3. On Robot I need Tier 3 and the 2nd upgrade which gives him the AOE attacks. I also have been reading ( to my surprise ) that many might have Tier 1 but don't even bother summoning for the exact nature I mentioned above at level 50 or respec or out for an attack power. But now after so many years of playing masterminds and learning much more about game mechanics I am rolling into a different type of play style with masterminds. Less pets and more attacks. You cannot level a mastermind with no pets and more attacks as the endurance drain is just too massively high. Even Six slotting endurance and putting endurance redux IOs into all the attacks. I know because I have tried. Was just too impossible. So with that being all said. I have suggested for changing on how Masterminds work and how they are built to give more options. I understand its a big endeavor and rework. So another option is reduce the endurance for attacks. I am asking because I don't know. If you look at all the attacks Masterminds have and compare it other Arch Types you will see that all the attacks for the primary and secondary are inflated endurance wise for Masterminds. Why ? Is there some data out there that shows a Mastermind plus pets using the same attacks or debuffs for the same endurance numbers as another Arch Type will do better ? I get we have pets, but pets take up 3 slots and 2 upgrades. And yes I get that the 6 pets MIGHT do attacks, buff and debuffs that those 5 slots take up. But I would have to challenge anyone because as I previously mentioned my Tier one and to some degree my Tier 2 pets are lower level. But I will just put in my Tier one pets. Does anyone else's powers NOT increase in level as they level ? I would dare to have anyone fight a boss 7 levels higher than them and see how they stand ( lvl 47 vs 54 boss ).. Which is pretty much how the Tier one pets are if I am not mistaken and do that with punch and 2 other attacks. Again I get a Mastermind is not only about his Tier one pets.. But as I also mentioned above many have discovered that at the top end of the game having Tier one pets is almost useless. Honestly I never thought of it until it would brought up with the same level comparison I did. I honestly never thought of it. Playing a Tankermind all the time I just needed my Tier 3 Robot to lay down rocket fire honestly. So the level difference just never dawned on me. But when it did I messed around testing it out and yea.. My Tier one were useless even with me Provoking.
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Would have been nice if they made Faraday cage a toggle