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kelly Rocket

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Posts posted by kelly Rocket

  1. Rather than a blanket solution that pisses off KBers, the KB vs KU/KD issue should be in the hands of team leaders.

     

    I feel confident saying that this would also piss off KBers, and I'm speaking as a person that took an AoE immob to stop my own knockback 90% of the time.

     

    Then they can leave and find another team, tbh. Anyone that uses such a setting as team leader would just be kicking them without that setting anyway.

  2. This is my Bots/Time. Before level 50 it's not *quite* perma-Chrono, perma-hasten, but very close.

     

    I can tell you that it's a beast even at lower levels though.

     

    NOTE: The Explosive Strike procs in Battle Drones and Protector Bots are placeholders for Sudden Impact KB->KD, because Pine's does not have that set.

     

    Villain Plan by Mids' Villain Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Magic Mastermind

    Primary Power Set: Robotics

    Secondary Power Set: Time Manipulation

    Power Pool: Leadership

    Power Pool: Fighting

    Power Pool: Speed

    Power Pool: Leaping

    Ancillary Pool: Mace Mastery

     

    Villain Profile:

    Level 1: Battle Drones -- SprCmmoft-Acc/Dmg(A), SprCmmoft-Dmg/EndRdx(3), SprCmmoft-Dmg/EndRdx/Rchg(3), SprCmmoft-Rchg/PetAoEDef(5), CaltoArm-+Def(Pets)(5), ExpStr-Dam%(7)

    Level 1: Time Crawl -- Acc-I(A)

    Level 2: Temporal Mending -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25)

    Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(7), DarWtcDsp-ToHitDeb/EndRdx(9), DarWtcDsp-Slow%(9), PcnoftheT--Rchg%(11)

    Level 6: Equip Robot -- EndRdx-I(A)

    Level 8: Maneuvers -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(31), RedFrt-Def/Rchg(34), RedFrt-Def/EndRdx/Rchg(36), RedFrt-Def(36), RedFrt-EndRdx(36)

    Level 10: Kick -- Acc-I(A)

    Level 12: Protector Bots -- ExpRnf-Dmg/EndRdx(A), ExpRnf-Acc/Dmg(13), ExpRnf-+Res(Pets)(13), DefBuff-I(15), EdcoftheM-PetDef(15), ExpStr-Dam%(17)

    Level 14: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)

    Level 16: Distortion Field -- BslGaz-Rchg/Hold(A), BslGaz-EndRdx/Rchg/Hold(17), BslGaz-Acc/EndRdx/Rchg/Hold(19), BslGaz-Slow%(19), PcnoftheT--Rchg%(21), Lck-%Hold(21)

    Level 18: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(43)

    Level 20: Time Stop -- UnbCns-Hold(A), UnbCns-Hold/Rchg(42), UnbCns-Acc/Hold/Rchg(42), UnbCns-Acc/Rchg(43), UnbCns-EndRdx/Hold(43)

    Level 22: Weave -- LucoftheG-Rchg+(A), RedFrt-Def/EndRdx(37), RedFrt-Def/Rchg(37), RedFrt-Def/EndRdx/Rchg(37), RedFrt-Def(40), RedFrt-EndRdx(42)

    Level 24: Hasten -- RechRdx-I(A)

    Level 26: Assault Bot -- SprMarofS-Dmg(A), SprMarofS-Dmg/EndRdx(27), SprMarofS-EndRdx/+Resist/+Regen(27), SvrRgh-PetResDam(29), SlbAll-Build%(29), OvrFrc-Dam/KB(31)

    Level 28: Farsight -- Rct-Def(A), Rct-Def/EndRdx(33), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(33), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(34)

    Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(31)

    Level 32: Upgrade Robot -- EndRdx-I(A)

    Level 35: Web Envelope -- GrvAnc-Acc/Immob/Rchg(A), GrvAnc-Acc/Rchg(45), GrvAnc-Immob(45), GrvAnc-Immob/Rchg(45), GrvAnc-Hold%(46)

    Level 38: Chrono Shift -- Prv-Heal/Rchg/EndRdx(A), Pnc-Heal/EndRedux/Rchg(39), NmnCnv-Heal/EndRdx/Rchg(39), DctWnd-Heal/EndRdx/Rchg(39), EndMod-I(40), EndMod-I(40)

    Level 41: Slowed Response -- AchHee-ResDeb%(A), ShlBrk-Acc/DefDeb(50)

    Level 44: Scorpion Shield -- LucoftheG-Rchg+(A)

    Level 47: Power Boost -- RechRdx-I(A)

    Level 49: Vengeance -- LucoftheG-Rchg+(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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(50)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)

    ------------

     

     

     

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  3. There's no bank, per se, but you can email inf to your @GlobalName and then retrieve it with any other character.

     

    To find your @GlobalName, go to menu on the menu above/below the player health/endurance bars, and pick "chat handle" from the list. It should tell you your global chat handle in the chat window somewhere  :)

  4. Clarion is a Destiny slot power, that's the second to last slot that's even been implemented, so you're talking about doing the whole game to 50 and then also tha vast majority of the Incarnate content without it.

     

    Rune of Protection can only be brought to 90 out of 120 uptime, and that's at the absolute recharge cap.

     

    Sooo...

  5. /JRanger

     

    Sorry, but this would be massively OP.

     

    There's that, too.

     

    Back on Live, I was once on a Strikeforce with six other Masterminds (and one other - I think he a Stalker).  Respec Trial, very first one.  SWEET BABY JESUS, we went through that like shit through a goose.

     

    And that was without being able to set six MMs worth of Minions to Bodyguard-ing the same single character.

     

    Even one set of pets bodyguarding a character is OP, if the character they're bodyguarding is a Tanker.

  6. Yeah, it doesn't work because FFG's shield isn't your power. Your power is just the summon, the FFG is a pet and the shield is a power on the pet, so Power Boost can't affect it. Same with Protector Bot shields, Thug Enforcer Maneuvers, etc.

     

    Farsight works because it's a power you cast, not a power your pet casts ;-)

  7. Yeah. Lifegiving Spores Endurance boost is not a recovery boost. It can't be compared to recovery numbers. It gives you 1 endurance every 4 seconds, which is equivalent to half the effect of Stamina, unslotted. It's also literally free, even unslotted, as long as you stand in it, as it gives you back exactly as much endurance as it costs to run the toggle.

     

    Properly slotted, it gives 2% every 4 seconds, which is .5 end per second, and basically like having a second Stamina power for everyone who stands in it.

     

    On top of that, if you were to frankenslot it for heal and endurance mod (And end reduction) you can have it doing that 2 end every 4 seconds, and also healing 56 hp, and costing so little you're gaining significant endurance from it, as well as providing endurance for your pets and teammates.

     

    And sure, the heal isn't huge, but it's healing you don't have to think about. I've seen it make a huge difference in tough, drawn out fights, and I'd never skip it.

     

     

    Rebirth and Entangling Aura are the only skippable powers, and even they're not bad, they're just not absolutely needed. Everything else I'd class as essential, do not skip under any circumstances.

  8. Yeah. Defense is definitely better while leveling, but at a certain point, especially if you want to be playing with the difficulty higher than just +0/x1, you're going to be hitting content that simply one-shots your pets. And at that point, defense starts to fall down.

     

    Sure, Defense cuts damage to 5%, and Resist can at best cut it to 10%, but when a hit gets through the Defense it's going to be 100% of the damage for that hit, and if it's a one-shot level damage, you just lost a pet. Whereas with capped resist, the pet would only eat 10% of that hit.

     

    And if you're teaming, there's almost always going to be a Time, Cold, or FF toon on the team that can provide you with Defense. Much rarer to encounter a Sonic, though Thermal's not too uncommon. But given that you can generally rely on there being someone else on the team who can provide Defense, you are often better off providing the pets with Resistance to layer with that.

     

    Where Defense actually shines is in preventing the secondary effects of attacks. Can't be mezzed or debuffed if the attacks don't hit. Still, Defense is feast-or-famine. You're unstoppable right up until a Boss drops an AoE and RNG goes against you and half of your pets are wiped out instantly by that one attack.

  9. I don't know about the second upgrade (no MM that high yet) but the first upgrade still auto applies when you zone in - to the extent that I see/hear the f/x of it being applied as soon as I zone in.

     

    It applies until you get the second upgrade.  Once you use the second upgrade, then they lose their first upgrade upon zoning.

     

    This appears to not happen to everyone, as my Bots are getting both upgrades applied when I zone with them (Including into mission maps). I've been keeping an eye on the buff display to be sure.

  10. Time doesn't actually give two PBAoE heals. It gives one PBAoE heal+heal over time, and one absolutely godly PBAoE team buff which also happens to heal. You will not be using it as a heal because you ABSOLUTELY MUST build for perma Chrono Shift and basically be autocasting it every time it comes off cooldown, because it's too good to do otherwise. And I don't want to hear whiny "But the game doesn't require IO sets so you can't say perma-Chrono is a must", because that's only true if you never want to engage in Incarnate content at all. If you do, then IO Sets are absolutely mandatory and anyone who tells you otherwise is a fucking liar.

     

    Yes, well, *I* know that Chrono shift is actually a lot more than just a heal, but if someone asks how they can be a better "healbot" I'm going to tell THEM it's a heal because that's the easiest way to convince them it's an important power they should spam at every opportunity.

     

    Ah, I see your point there :D

     

    I'd tend to just steer them towards Nature as that's a true healbot set, that brings more benefit to the team overall than Empathy or Pain would.

  11. I will fight to the death against anyone who tries to claim pure support isn't viable in this game, or that you have to DPS some to be contributing.

     

    Pure healer though, yeah, that's not viable. Certainly not towards the endgame.

     

    Time doesn't actually give two PBAoE heals. It gives one PBAoE heal+heal over time, and one absolutely godly PBAoE team buff which also happens to heal. You will not be using it as a heal because you ABSOLUTELY MUST build for perma Chrono Shift and basically be autocasting it every time it comes off cooldown, because it's too good to do otherwise. And I don't want to hear whiny "But the game doesn't require IO sets so you can't say perma-Chrono is a must", because that's only true if you never want to engage in Incarnate content at all. If you do, then IO Sets are absolutely mandatory and anyone who tells you otherwise is a fucking liar.

     

     

    Anyways, on the actual topic of the OP's question:

     

    If you're looking for an active, healing focused secondary, I would recommend Nature over Empathy or Pain. It's very healing focused, and it's just straight objectively better than Empathy or Pain. No ifs, ands, or buts. It's better, full stop.

     

    You'll want to do it with relatively tanky pets though, so I'd recommend something like Bots/Nature or Demons/Nature.

  12. So thinking of this thread I did a little experiment as I had been musing.

     

    You know the 5 prestige starter enhancements that have damage procs (and the 5th is knockdown) are well, basically universal damage enhancements. They literally go in any attack that does damage. And while they only function as procs to level 21 I still thought it would be interesting to try them out so I stuck the knockdown one into my level 2 necro MM's zombie horde power.

     

    Sure enough, Might of the Empire started proccing about every 5 punches causing hellions to be knocked down. Ok, so they do work in pets and I've got a level 2 character with no damaging attacks except the zombies so I added 2 slots to zombies and put in two damage proces. Well and also they're 16% damage each so it's suddenly like I have 1 damage SO and 2 damage procs and a knockdown proc in said zombies and well ....

     

    [Pretend there is a gif of a gothy mastermind chortling "very good" like an evil mastermind here]

     

    So it turns out those procs add about 4 damage on to the 16 damage the zombie's punch was doing and I saw no reason to stop there so I went ahead and five slotted zombie horde with ALL five of the starter enhancements which if you're doing the math is 82% damage enhancement, 4 damage procs and a knockdown procs which is technically the equivalent of an 8-slot frankenslot situation

     

    So now my zombie's punching things for 24 damage and another 6 from a damage proc which is happening right about half the time (the knockdown separately continues to be about once every 5 or 6 punches) and I just leveled up and got my second zombie.

     

    [Pretend there is another gif of a gothy mastermind or youtuber "VERY GOOD" like Mr. Burns or a really eeeevil mastermind here]

     

    Anyway I'm off to rampage across King's Row for as long as these procs work. :)

     

    EDIT: Or not. Suddenly the procs aren't proccing AT ALL. Now that I have 2 zombies and the upgrade power I thought I'd be seeing even more knockdowns and double damage packets and I just ran a routine radio mission and didn't see a single hellion get knocked down and I scrolled back and don't see a single proc activation message. That is WEIRD.

     

    Ok more testing - resummoned zombies and made sure that I didn't use the upgrade on them so it was just punching and not punching and zombie vomit. Nothing - and also the punch damage was a lot lower than it was before. (I logged off and mowed the lawn and came back and wrote the post). Ok but follow this ... with 1 zombie it was punching for like, 24 damage and a proc for 6 right? Suddenly my 2 zombies (which of course are now -1 level) are suddenly punching for 15-16 damage and no proc check right.

     

    So I YANK OUT THE ENHANCEMENTS, dismiss the zombies, summon two fresh ones and they're doing the exact same damage with their punch. When I only had 1 zombie in my hoard the enhancements were buffing its damage and the procs were checking. As soon as I had two zombies the actual damage enhancement value of the enhancements stopped applying to their punch attacks and the procs weren't being checked. Someone suggested a while back that mastermind pets aren't benefitting from damage enhancements and this may be proof that's really happening.

     

    Try resummoning after slotting the enhancements. I have a theory that they're losing the enhancements when you zone with them or relog, unless you resummon them again.

  13. I couldn't come up with a 1 button solution...

     

    Best I could do was /Macro [Name] "petselectname [[bruiser]]$$powexec_location target Noxious Gas" where [Name] is the name that'll appear on the Macro button, and [[bruiser]] is the name of your bruiser (if you have a custom name, use the custom name, if not, Bruiser is fine"

     

    You have to press the button twice (rapid succession is fine) to get it to both select the Bruiser and fire Noxious Gas...

     

    You can also do it as a bind

    /Bind [Key] "petselectname [[bruiser]]$$powexec_location target Noxious Gas", where [key] is any key on the keyboard you choose...same deal though - rapid succession

     

    Why are you using powexec_location? Noxious Gas isn't ground targeted, it's ally-targeted. You can do it with "petselectname Bruiser$$powexecname Noxious Gas"

  14. Demons don’t have very good aoe. What they do have is mostly short range cones. Thugs and robots are the aoe sets.

     

    They can do 4/8 but crey with their incessant knock back and anything with a lot of psi are out of the question. Actually I find 4/8 in general annoying on mm as only kin can keep the pets from being flung all over which frequently gets them stuck flopping like fish on railings and what not.

     

    Mm def need tools to help with pets being Knocked around. No other at has as many hard counters in pve as the mastermind.

     

    Technically, Mercs are also an AoE set. It's just that their damage is so garbage it doesn't matter.

  15. While the point that different people have different goals and therefore should build different, I fully support the need to stickied guides here.  I've been working on a new toon recently and had to scan through all four pages opf posts to find people talking about the build I took, whereas if they were more or less in one place, I'd have saved a lot of time.  Which goals and which builds can follow after some sort of guide to one has been posted.

     

    Or maybe a wiki?

     

    Not a fan of guides. I feel like if you don't just jump in and figure things out for yourself you'll never really get a grip on the game and will be reliant on other people's opinions forever.

  16. The problem is that there IS no one answer to what's best to slot where. There's what I would do, and what that guy would do, and what you would prefer, and none of them are the same, and they all work in their own ways. And there's no way for me to guess what will work best for you.

     

    Best any of us could do is ask you what your goals are. What do you want to achieve with your build. If you can't answer that in detail then the answer is simply "Go play the game some more, figure out what you want."

     

     

    While this is obviously true. There has to be basic understanding as to what is required and what is not.

     

    Examples:

     

    1. Accuracy.  MM's have Supremacy & tactics (usually) if that is the case how much additional accuracy should be slotted?

     

    I have been told none, 26.5% and a minimum of 50%.  One of these answers has to be closer to accurate (Pun intended) then the others.

     

    2. KB to KD is required only on Assault & Drone.

     

    3. A Defensive IO is routinely placed on Protector Bots, why to boost what?

     

    4. Chance for Build Up should be placed on Drone (because there are more of them), on Assault bot because its the heavy hitter.

     

    5. Endurance Reduction how much is suggested as a minimum and why?

     

    Does anyone have a basic understanding of these issues/questions?

     

    Most of these are matters of pure opinion. My answer is: Go play the game. See if it feels like your pets are missing a lot, or dying a lot, or whatever, before we can even begin to discuss what you need.

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