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kelly Rocket

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Posts posted by kelly Rocket

  1. No changes, Ninjas do incredibly high single target damage, and always have. Smoke Flash makes one pet crit with every attack for ten seconds, and the recharge is low enough that you can conceivably get it perma on two pets at a time, if you build for maximum global recharge bonus.

     

    But they suck for AoE. The Genin have explosive shuriken that barely even count as AoE, and the Oni has Rain of Fire and a couple other things, but the Oni is overall kind of garbage.

     

    Thugs and Bots outpace them massively if there are multiple targets.

  2. Wait really? Crap.

     

    I'd actually like to see this work on +4 bosses, as I was building a character specifically to use Wormhole as an opener... And if it doesn't work on +4 bosses then it's kind of crap because all groups play on +4 difficulty...

     

    In fact, could we just ditch teleport mag protections on non-AV/GM mobs entirely please? The rationale given for mag protections when they were initially introduced was that it was necessary for there to be a point in having more than one Controller in a team. But you can't stack teleport mags, as teleport effects have no duration. So this becomes a completely binary immunity.

     

    I don't really think it's necessary, as TP Foe is single target and just a pulling tool, and while Wormhole is better, the Bosses are going to resist the stun component anyway, and anything with knockback protection will resist the knockback component as well. So I'm not seeing Wormhole being OP if we make the teleport more or less always work on Bosses.

     

    • Like 3
  3. My other suggestion would be to add a team buff knockback protection toggle or click in an APP/PPP somewhere for Masterminds. Just... Not in Mace, because that's already probably too good. If you added Psionic Mastery as a Mastermind APP, and then stuck a "Keep my pets from taking knockback left and right" power into an APP/PPP other than Mace or Psionic, it would suddenly make choosing an APP/PPP for Masterminds difficult.

     

    As it stands now, the choice of APP/PPP for your MM is an automatic default to Mace, with Heat and Soul being possible choices for certain builds. Everything else is just objectively inferior.

     

    Mace gives Power Boost and Scorpion Shield, and still has an AoE immob, which is a near-mandatory tool for most MMs. So it's just overwhelmingly better than most pools. Soul has Tentacles and Soul Drain, so it has your immob (A better one than Mace), and Soul Drain is obviously just awesome... But this is only really valuable if you have damaging powers you intend to bring to bear. So it tends to be good for say, /Storm MMs. Heat would lose by default due to lack of an AoE immob, except that with the new KB->KD converters, Bonfire can fill that role to an extent. And it gives you Fireball, so it's an option for an MM who's trying to maximize damage.

     

    Basically every other pool is inferior.

     

    If you brought over Psionic Mastery, it would be a tempting option because of Indomitable Will, and Mind Over Body is actually a fairly decent Res shield, even if Psi resist is largely useless. It also has Psionic Tornado which is quite decent for damage, and World of Confusion which is expensive, but decent CC.

     

    I'd probably recommend swapping out one of Mu Mastery's powers for the theoretical "give my pets knockback protection" power, as Mu has a very decent AoE immob, and would then become an attractive option. Alternatively it could be placed in one of the APPs (Other than Heat Mastery), if you also put an AoE immob of some sort in there. Because no MM is going to take a set without some kind of AoE immob or equivalent power.

    • Like 2
  4. 9 hours ago, otyugh said:

    Why is Boxing in there? Do you actually use it? Do you have it on auto-fire for the occasional stun?

    Err, it's rather obviously in there because you have to take either Boxing or Kick to get Tough and Weave.

  5. 1 hour ago, Justisaur said:

     

    Ninja/Storm should be more... If you can keep the ninjas alive.  It should clear equal level mobs faster... at least on paper.  I haven't tried it though, so I'd can't say for sure, I'd be curious to try it as a farmer, but I'd want to do a tunnel farm with no ambushes.

     

    Bots/Cold is the sturdiest while leveling/before sets that I've tried (I've tried a lot, way more than any other AT) also has great debuffs, a bit boring in general like FF though.  So I'd put that #1 toughness.

     

    Bots/Dark is very sturdy and an excellent combo, one of my favorites. 

     

    Doing a tier list, I'd put those three secondaries on top, with /time since it's great with everything, and possibly the only one that's great with everything, perhaps making it the best. 

     

    I'd also add /nature as the regen, absorb, and HoTs work really well with pets, probably best with Demons though.

     

    I'm not convinced on any of the other newly proliferated sets like /kin or /rad though.

     

    And I'd put poison on the very bottom.

    Ninja/Storm is more damage against single targets. Thugs massively outpaces Ninjas for damage against large groups. We're talking exponential differences. Ninjas are just plain shit for AoE.

     

    If you're doing a Pylon, or fighting an AV that doesn't continuously summon minions, Ninjas will do more damage, but Thugs will have vastly better clear times on regular missions, and even against AVs if the AV summons minions (The Arsonist's burn patch powers work like the Assault Bot's, where having multiple targets in a confined area multiplies the damage each target takes).

     

    Additionally, Storm can soft-cap Thugs, where it can't come *close* to soft-capping Ninjas, so that's a consideration.

     

    Bots/Time is sturdier than Bots/Cold, at least once you get Farsight, which comes at a reasonable level (28). And Time can heal (Quite well in fact) where Cold cannot. So Time wins there. Especially given it also packs -ToHit, -Damage, and utterly ludicrous levels of -recharge to further increase survivability.

     

    Agree that Nature is actually quite good, but it seems to be a bit "love it or hate it" for people. It's undeniably strong, with -ToHit and -Damage debuffs, and a solid +Resist team buff, on top of being one of the absolute best healing power sets in the game. But some people have trouble aiming the cone because they're not used to powers you can actually aim instead of targeting on a mob or friendly, and some people really dislike Lifegiving Spores because of it's location-based nature. Also lots of people hate anchor toggle powers. And honestly I would like to see the radius of Spore Cloud increased.

     

    All of the mob anchored debuff powers in the game have rather anemic radii, I'd quite like to see all of them get their radii increased to 20 or 25 to compensate for how difficult it is to keep the anchor target in a useful spot.

     

    It seems unfair that PBAoE toggle debuffs which are MUCH easier to use and get the maximum number of enemies in since you control the positioning of the field, get much higher radii than the mob-anchored debuff fields, which you only really control the initial placement of, and then have to cross your fingers and pray. It was probably a decision made on a faulty assumption--that powers that don't require you to be up close to the melee were more desirable and should therefore be weaker than PBAoE powers that force you up close.

    That may have been true once, but it doesn't really bear out in the current meta, so I'd like to see anchor toggles (Which are quite unpopular with most players, though some still like them due to their auto-hit nature... Which also isn't a significant advantage because PBAoE toggle debuffs also tend to be auto-hit.

  6. 1 hour ago, William Valence said:

    Personally I think MMs have farily decent PPPs and APPs. About the only thing I could think of wanting from APPs is Power mastery A La Defenders.

    Psionic Mastery from the Controller/Dominator APP/PPP set has the one thing every MM would give their left eye for: Indomitable Will, aka immunity to all mez.

    • Like 1
  7. OK, last question (Well, maybe): How good is Force Feedback in Hurricane? Considering moving one slot from Gale to Hurricane for that. Though I'll probably have it in Gale while leveling, until I get Tornado.

  8. Yeah. All click powers work that way. They have a constant level, so if you have an effective buff like Power Boost when you cast Farsight, Farsight gets that buff... and keeps it until the end of Farsight's duration, which is 120 seconds.

     

    So basically you just don't use Power Boost until you're about to use Farsight.

     

    The specific interaction between Power Boost and Farsight is why an APP/PPP with Power Boost (Or Power Build-Up) is basically mandatory for any toon with Time as a powerset. Power Boost turns Farsight from "Wow that's good" to "Holy $#!^ that's OP"

  9. 23 hours ago, Vanden said:

    This sounds like it would make for a good Equivalent Power for Rage. Call it Might, and players have a choice between consistent performance, or spiking higher with the risk of survivability hits and periods of weakness.

    /signed

     

    Honestly, I 100% back this suggestion. The no-crash version suggested by Captain Powerhouse, where subsequent uses simply extend the buff duration (And I'd even be fine with having a crash hit if you fail to extend the duration) as an equivalent power you can choose INSTEAD OF Rage.

     

    This should make everyone happy, and anyone who bitches about it is clearly just a whiner, since they can continue to use Rage as it currently exists if they want to be able to double stack it, and we have an HC Admin on record saying they feel SS is NOT OP with a permanent single stack of Rage with no crash.

    • Like 2
  10. I'd say even with the Hail of Bullets treatment, it still needs a damage buff, as the DPS of just continuously chaining Flurry would still be trash. Maybe a slight damage buff and then (To continue with the Hail of Bullets treatment) have it give you a slight Defense buff when you use it, like a parry?

     

    That's thematic for Speed after all.

    • Like 2
  11. Couple Tornado questions:

     

    Given that Tornado is a pet, does the Force Feedback proc benefit you or the Tornado itself (As generally proc buffs go to the pet they're slotted in, when slotted in a pet)?

     

    And related, does the Soulbound Allegiance Chance for Build-Up when slotted in Tornado give the Tornado Build-Up, or you? If it goes to the Tornado, does that immediately increase the damage it's dealing?

  12. First off, a level 50 Defense Buff IO gives +25.5% Defense Enhancement. If you put two of them in Enforcers (Which I recommend), they give you a post-ED enhancement value of 49.70%, so at level 50 your Enforcers should be giving about 12.67959% Defense each (8.47 * 1.497). That's 25.35918% just from their Maneuvers.

     

    With the numbers you've given for your Steamy Mist and Maneuvers, you'd bring them to 35.39918%.

     

    Which means that with the two +5% Defense Aura IOs (Edict of the Master, and Call to Arms), your pets are all soft capped. You're done.

     

    Just make sure they all stay together, and inside your Supremacy range. If they wander, they will fall out of your aura range, your steamy mist range, your maneuvers range, and/or the enforcers' manuevers ranges, any of which will cause their Defense to drop instantly.

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  13. 9 hours ago, Redlynne said:

    In order to prevent multiple procs from stacking up on a $Target, the solution used by the Paragon Studios devs is to have the $Target cast the debuff on themselves (via Grant Power mechanics to "force" the $Target to self-cast the debuff upon self) and then code the debuff to not stack from same caster, which then prevents stacking of multiple procs simultaneously upon the $Target.  That's how you wind up with max 1 stack of any particular debuff from proc on a $Target.

    Indeed, but a side effect of this is that all procs are unresistable, as basically all self-cast effects bypass your resistances.

     

    This is one of the reasons procs are useful. Sure, -recharge procs are all only -20%, but they're -20% against anything. Even a level 55 AV with their 87% resistance to -recharge will eat the full -20% recharge when one of those procs hits them. You'd need to be hitting them with a -154% debuff to equal that normally.

     

    Additionally, while any one of the three -recharge procs can't stack with itself (Even if it's procing from multiple players), they can stack with each other. So if you have Pacing of the Turtle in two powers, and both of them trigger the proc against this AV, you'll only get -20%, but if you have Pacing, Dark Watcher, AND Basilisk's Gaze, you can stack all three of those together for -60% unresistable debuff, which is only 15% away from the floor.

     

    It's still worthwhile to slot the same proc in multiple powers though, as it increases the frequency of it going off and while they don't stack, they will overwrite and extend the duration of the debuff.

     

    Time is particularly ridiculous for this, because you can get Dark Watcher and Pacing in Time's Juncture, your PBAoE toggle debuff, and you can get Basilisk's Gaze and Pacing into Distortion Field, your AoE ground targeted -speed -recharge pseudopet power... which you can get the recharge on down to the point where you can have two of them running at once very easily, and that stacks the proc chances. And then you can get Basilisk into Time Stop... and Pacing into Time Crawl, and... look, trust me, it's just silly how many -recharge procs you can spread with Time.

     

    That's not even considering the fact that Distortion Field does -recharge already, a fairly hefty -50% in fact, and stacks with itself, and you can slap another -60% on a single target with Time Crawl.

     

    So basically with the procs you should be able to trivially floor the recharge of even a level 55 Archvillain.

     

    Oh yeah, did I mention that both Time's Juncture and Distortion Field are auto-hit?

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  14. 18 hours ago, Bopper said:

    I did some testing just now, and it appears -75% recharge debuff is the maximum debuff, so 4x increase in recharge times. I tested against Minions, Lieutenants and Bosses in PI, all -75%

    Hmm, you're correct. I could swear paragonwiki said the floor was 10% before. Dunno why I was so sure of that. Just checked and it says it's 25%.

  15. On 8/19/2019 at 8:06 AM, Force Redux said:

    Having taken a robotics / forcefield Mastermind all the way to Incarnate back on live, I also want to recommend Mace Mastery for the AOE immobilize. While it does not prevent knock back from the Bots or others (I control that with some knock-down procs myself), it still helps keep foes clustered together which is good for Bot's AoE.

    There are 3 other APP/PPPs with AoE Immobilize powers... and basically all of them are better than Web Envelope.

     

    You take Mace Mastery for Power Boost or for Scorpion Shield. If the Immob is all you care about you're going to want Mu or Soul, probably.

  16. The fact that the recharge floor is 10% always blows my mind. That's literally a 10x increase in recharge times, and all you need is -90% recharge debuff to get there, unless they have resistance. Time can do it trivially, and even moreso when you fill it up with Dark Watcher, Basilisk's Gaze, and Pacing of the Turtle procs, which can't be resisted.

     

    It's part of why I love my Bots/Time/Mace so much.

  17. 3 hours ago, synfoola said:

    TY. 🙂  Found the problem. User Error. lol

    Forgot to slot the Drones as well. 😄 

     

    Ah, yeah. They too do knockback. I had actually tried to swap the Overwhelming Force piece to them, after realizing that it wasn't going to work in the Assault Bot, but they still did knockback with that, so I ended up buying a third Sudden Acceleration.

     

    Would be nice if the admins could fix whatever problem OF has that causes it to not always convert knockback to knockdown for some powers (Which seems to include every Bot attack).

    • Like 1
  18. Personally I'd rather see the attack powers removed from the MM primaries, and made into separate pools. So when you create a new MM you pick your pet power set, and then an attack powerset, and then your secondary.

     

    So that you're not shackled to Dual Pistols just because you want thugs, or an even worse version of Assault Rifle just because you want Mercs, or (Worst of all) the horribly gimped subset of Archery just because you want Ninjas.

     

    This would also open up further options in that since the pet type and attack type are now decoupled, you could easily create a bunch of new attack pools just by making subsets of existing blast and/or melee sets.

     

    It would also allow for there to be a wider variety of attack powers to choose from, as you could expand the attack power "pools" to include more than just 3 attacks, and the player would just have to pick and choose.

  19. On 6/17/2019 at 6:06 AM, Redlynne said:

    I just love how Ninjas forgot to add a digit to their Defenses ... leaving them basically Defense-less.

    6% ...?

    13% ...?

    That's IT ...?

    THAT'S NOTHING!!

     

    And pretty much the only realistic/useful way to raise those numbers for far too long was restricted to choice of Secondary powerset, which in practice meant Forcefields or NOTHING until Time Manipulation (and Farsight) came along ... and the ATOs with their bonus IOs didn't show up until even later after that.

     

    There's a reason why Ninjas were known for being the absolute squishiest of the squishy-squishable pets.  It was well deserved.

    Cold Domination is crying in the corner now, you monster.

    • Haha 1
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