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JupiterMoon

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Posts posted by JupiterMoon

  1. i didn't import the build yet, but if this is your goal you will want team teleport. it keeps you all together and allows for one button positioning at the edge of a group to fire off your immob (aoe or conal) and for your pets to have a great start for their aoe's which demons doesn't have a whole lot of. 

  2. On 3/31/2023 at 3:10 PM, kelika2 said:

    TLDR you need to get your gets to 45% def either through raw defense stacking or -tohit debuffing

    Softcapped pets are happy pets.  There is nothing better for you as a mastermind to do than getting your pets softcapped however the hell it is possible.

     

    /radiation has some very small ass radius on their debuffs.  I believe it is only 15ft.  and if i am right on how i think radiuseses work, thats melee range all around your anchor.  7.5ft in all directions.  check other radius from other sets to see how small radiations range is.  dark and trick arrow are worth noting

     

    Some masterminds require expensive builds and level 50 with a firefarming account powering you to max level.  Cytoskeleton hamis in Enforcers can bump them up to 20-24% def to all.  thug-cold/trap/dark/etc shines super hard when your enforcers are giving off a ton of defense working with your buffs or debuffs.  on the flip side, if you go thug/ff you will be way over defense softcap and no snare/slow pit.  every single one of the combos you listed do not synergize well.

     

    Forget necro as whole or get some thicker skin while playing it.  i tried necro/ff, necro/dark, necro/thermal and /ff only really works because of mace mastery's power boost bringing them to defense softcap.  necros innate resists are rare damage types leveling up and hard to synergize with any secondary.  i had to adopt team teleport on my necro/dark to really move that dark servant around with its gigantic -tohit aura.  teleport target is also a thing for the servant

    beast/nature reroll into beast/cold.  adopt a tundra like avatar and go with it.  beasts innate defenses with iceshields+fog+maneuvers is good times.

    thugs you have so many things to work with here.  thug/trick arrow to keep up the natural crap while still having flash arrow at level 1, glue arrow at 2 and the fabled oil slick arrow.  thug/traps, thug/dark.  i can go on but i already typed too much

    45% def all alone is still not enough for many villain groups. so many can drop that defense to 0 either by debuffs or with cheap auto-hit aoe's. 

     

    which is the most frustrating part for me in this game and has been for almost 20 years. there is no powerset combo in this game that can survive all villain groups. 

     

     

  3. 11 hours ago, Gobbledigook said:

    Soloing an AV/GM is probably ok with a MM but i never mentioned them at all. That has nothing to do with the issues i had with MM's and has nothing to do with Builds, considering the game is supposed to be balanced around SO's. Thanks though Chief.

     

     

     

     

    The only part of the game balanced around SO's is anything pre CoV and inventions. That's not actually a lot of content as CoV came out 18 months after CoH's initial release. 

     

    and in those 18 months the devs really went out of their way to make some cheap villain groups to prevent powerful heroes from feeling powerful - like carnies, when invuln scrappers were ruling the world. 

     

    Every single AT in this game has a glaring hole in it's defenses. there is no single powerset combo on any AT in this game that can take on ALL villain groups without issue. The closest i came was demons/thermal but was still limited to running at best +3 maria jenkins which throws nearly every villain group at you. I was able to complete that arc without losing a single pet but it was touch and go and +4 was impossible. There are villain groups that can floor your defenses with just 3 minions. There are villain groups that will floor your accuracy with just 2 minions. There are villain groups that will automatically kill ALL of your henchmen in a single psychic tornado because it's a cheap ass auto hit power. If the game did not have incarnates and auto-win lore pets there would be a lot more screaming on the forums about how much BS there is in the late game villain groups. 

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  4. On 3/30/2023 at 4:03 AM, Gobbledigook said:

    A +2 mob is singular. What i am saying is the single target dps of the pets on a +2 mob i tested was not very impressive compared to other similarly built AT's. The AoE damage is near non existent from what i am seeing. I am not saying the pet damage is bad on a single target, i just feel the AoE is pretty bad.

     

    I find that the many drawbacks of being a MM is not actually worth playing them yet, for me anyway. I feel they need more work, irrelevant of what other players feel about them. The most effective part of the MM is the secondary.

     

    I think i will just stick with a defender or Corruptor for support as the MM is just not for me. They do more AoE damage, can have better buffs/debuffs and take far less work/maintenance. A controller is also a good support in buffing/debuffing and locking whole groups down. I just don't get what the MM brings.

     

    Thanks for the lesson on how to play though. Awesome advice.

     

     

     

     

     

     

    This is you and your build, chief. Many have dropped AV's and GM's with less effort or more effort than other AT's. 

     

    just as with the other AT's, MM's have primaries and secondaries that are not that great, and combos that don't mesh. Beasts for example is the worst performing MM primary so if you are shooting for a THEME, then understand that just like any other AT you may have to make sacrifices to go for a THEME over POWER.

     

     

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