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Everything posted by SmalltalkJava
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Yeah, I think you win. 😀 I spent quite a while and came up with a complete mess of a build. I appreciate your help on this. My hat is off to you.
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Yeah, Time is pretty much the goto tankermind. I was just trying to find some other way to have the pets just go beast mode on things. I wanted to find a way to turn them into insane killing machines while still having good survive-ability for myself. On the surface it seemed like Kinetics was the default answer to that.
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After 700 DPS Troller time for my next project
SmalltalkJava replied to Maxzero's topic in Mastermind
Cool! This is really rather insane. I was just playing around in pines with your updated build. Now this probably doesn't really matter. However, I found it rather amusing. You have only selected 5 abilities from the secondary, now for the kicker. if you deselect those 5 skills, then you have this for the stats: Capped: Smashing, Lethal, damn near capped Energy (just .9 short) Everything else in the 20's. 186% regen 173% End recovery + 45% Accuracy 141.25% Haste. and ... All of that just from the pool powers and your primary. Granted it just leaves 5 secondaries. But still. I find it rather amusing. -
After 700 DPS Troller time for my next project
SmalltalkJava replied to Maxzero's topic in Mastermind
when i import the build into pines Call enforcers has an empty slot. What goes in there? Here is what it says it has... Level 12: Call Enforcer (A) Superior Command of the Mastermind - Accuracy/Damage: Level 50 (13) Soulbound Allegiance - Damage: Level 50 (13) Defense Buff IO: Level 50 (15) Defense Buff IO: Level 50 (15) Empty (31) Touch of Lady Grey - Chance for Negative Damage: Level 50 -
After 700 DPS Troller time for my next project
SmalltalkJava replied to Maxzero's topic in Mastermind
@Maxzero That makes perfect sense to me! I'll be watching this thread for sure. I like your train of thought. -
Thank you Hjarki for the response. I have read your posts before where you talk about kinetics and how it fits more with Controllers. I may end up giving up on this project since pets don't get any +recharge on their skills. Basically, all /kin can do for them is make them run really fast, give them s/l resists, and increase their damage, and fill their endurance bar. That is really it. I have taken several /kins MM's to the Fulcrum Shift level and yes it gives damage but that seems to be the only thing. Against big groups it is pretty good, but against single targets /kin doesn't offer that much to the pets. So it really doesn't seem to have much adaptability to multiple situations that arise in groups. I guess i will go back to the drawing board and try to come up with something else that will give a really good synergy with the pets. Regardless, i have gathered a lot of knowledge from everyone's responses.
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So if i take Enflame and slot it for procs. Does it need any Accuracy IOs? As a /kin MM, would i put in all procs? I may have missed some posts regarding enflame but I'd appreciate some suggestions on what to slot in there regarding number of procs and if any supporting io's are needed like accuracy.
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Does PowerBoost affect any /kin abilities?
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Thank you for the information. I have one more question. Is there a semi-standard way that Defenders get their defenses and resists up high so they aren't glass cannons? On my MM i will probably end up taking the attacks or at least Arcane bolt and Enflame so i can put some sets that have defense bonuses in there. I think that having good defenses is a key component to any AT really. I am just struggling to do it on my MM /kin. - Edit - basically, there are 3 things I'm trying to actually build for. 1. The KEY thing I am trying to achieve in my Mastermind /Kin build is to have good Defenses/Resists. 2. The second thing is to have kb->Kd in Repel. 3. To have the 6 aura IO's slotted for my pet resists and defenses. I can mule them in 6 slots on Demons. Robots will have to me frankenslotted. 3.1 To have Maneuvers for extra defense for my pets.
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After 700 DPS Troller time for my next project
SmalltalkJava replied to Maxzero's topic in Mastermind
About one of your negs: Fast moving groups can leave them behind (but I am used to that with Phantom Army) I myself have never really had this problem. Sure in some sewer maps they can can get a little confused going through doors. But i only remember that really happening in a sewer in Positron 2 task force. Otherwise its pretty smooth. They might fall back a little, but usually just a few seconds. So i wouldn't really worry about that. However, there is the door blocking issue that can pop up. Even that is really rare for me. So make sure you have "petcom_all goto" hotkeyed or macro'd. I personally use the bind listed below. That way I can just hit the control key and click the screen and they move. And since you don't have teleport it won't interfere with that standard bind. /bind LCTRL+LBUTTON petcom_all goto Regarding your build, To me it looks really solid, but I am far from a build guru. If i was looking for a /storm build I'd probably use it immediatly. As a matter of fact I've book marked this thread for future research and use. I'm still learning a lot. However, I see that you have a lot of basics covered. Defenses check! Resists in the 20's, and with bodyguard to take any alphas that, i think will be enough. You have some important procs. The only thing that sticks out to me is that I absolutely love Gale slotted with KB->KD IO. That combo in itself almost makes a MM into a controller for minions and lieutenants. But Gale + KD and a little accuracy and range is an on demand giant cone CC that is basic spammable and can knockdown entire spawns over and over and over. Again at high levels it may not matter that much, as I've never taken a /storm to high levels. That is my preference, but take it with a grain of salt. I don't have your overall experience. It does however turn low levels into /yawn easy leveling. - edit - I just saw that you have web envelope. so that in theory should solve your knockback issue. I assume it turns the knockbacks into knockdowns -
I think dgath has all the commands listed in his emote, macro, binds guide. http://www.shenanigunner.com/
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Question on attacking feared mobs
SmalltalkJava replied to SmalltalkJava's topic in General Discussion
Ok. Thanks for the information! -
If you cast a fear on mobs like the pool power Pbaoe Invoke Panic. Do the mobs hit back if you attack them with something else while they are feared?
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Hello Defenders. I'm currently working on creating a MasterMind that uses the Kinetic secondary. There isn't much kinetic information on the MM board so I decided to look here. I need some basic knowledge on what is required or commonly used for slotting Kinetics. Is there a rough standard on what people slot? I've thought about Tankerminding as a /kin, but I think i need to step back to the basics of what kin does and is good for and then build on that knowledge. Basically where defenders get blast sets, the MasterMind get the pets and 3 weak blasts. However, in at a certain perspective the pets themselves are just killable damage over time attacks that can be redirected from target to target or just left fire and forget. If left undirected they provide a giant resist bonus to the MM. So multi-function DOTs that are buffed by Fulcrum Shift. Do kinetic defenders generally go for perma Hasten? If so then what kind of slot combinations gets it to perma? I see that Transfusion, and Siphon speed both take damage procs. Transfusion can take Nictus chance for negative damage. Siphon Speed can take Impeded Swiftness chance for smashing. Have you seen any builds that take advantage of this? Since, i imagine, you fire these abilities off fairly often, would it actually be worth the slot on each? Repel Do people normally slot Sudden Acceleration KB->KD? Do people normally slot Explosive Strike chance for Smashing in it? Has anyone ever looked at taking the pool pbaoe fear Invoke Panic to work in conjunction with Repel? I see it can be slotted with Glympse of the Abyss chance for Psionic, and with 4 slots gives, what seems to be good set bonuses. It seems to have a fairly good recharge time. I'm sure that I will come up with more questions soon, but i'm basically at a point where I don't have enough knowledge to know what I should ask.
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Yeah, Does Soulbound Allegiance affect the pets? If so.. Imagine if the MM was a Thugs/Kinetics. Fulcrum Shifted Posse + Soulbound Chance for Build up + Overwhelming Force knockdowns. Would be fun to see.
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knockdowns New MM project: /Kin TankerMind. Your input needed
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Set Bonus Totals: 9% DamageBuff(Smashing) 9% DamageBuff(Lethal) 9% DamageBuff(Fire) 9% DamageBuff(Cold) 9% DamageBuff(Energy) 9% DamageBuff(Negative) 9% DamageBuff(Toxic) 9% DamageBuff(Psionic) 10% Defense 9.25% Defense(Smashing) 9.25% Defense(Lethal) 10.81% Defense(Fire) 10.81% Defense(Cold) 14.56% Defense(Energy) 14.56% Defense(Negative) 3% Defense(Psionic) 11.75% Defense(Melee) 19.56% Defense(Ranged) 25.81% Defense(AoE) 1.8% Max End 6% Enhancement(SpeedRunning) 6% Enhancement(SpeedFlying) 6% Enhancement(JumpHeight) 6% Enhancement(SpeedJumping) 4.4% Enhancement(Terrorized) 27% Enhancement(Accuracy) 20% Enhancement(RechargeTime) 15% SpeedFlying 87.35 HP (10.88%) HitPoints 15% JumpHeight 15% SpeedJumping Knockback (Mag -20) Knockup (Mag -20) MezResist(Confused) 53.75% MezResist(Held) 53.75% MezResist(Immobilized) 53.75% MezResist(Sleep) 53.75% MezResist(Stunned) 53.75% MezResist(Terrorized) 53.75% 5.5% (0.09 End/sec) Recovery 132% (4.42 HP/sec) Regeneration 40.5% Resistance(Smashing) 40.5% Resistance(Lethal) 41.25% Resistance(Fire) 41.25% Resistance(Cold) 36% Resistance(Energy) 36% Resistance(Negative) 34.5% Resistance(Toxic) 34.5% Resistance(Psionic) 15% SpeedRunning ------------ Set Bonuses: Overwhelming Force (Summon Demonlings) 12% (0.4 HP/sec) Regeneration 3% DamageBuff(All) 12.05 HP (1.5%) HitPoints 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged) Knockback,Knockup protection (Mag 4) Touch of the Nictus (Transfusion) 15.06 HP (1.88%) HitPoints 9% Enhancement(Accuracy) Explosive Strike (Repel) 1.5% DamageBuff(All) 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative) Blessing of the Zephyr (Hover) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback (Mag -4), Knockup (Mag -4) Luck of the Gambler (Hover) 10% (0.33 HP/sec) Regeneration 9.04 HP (1.13%) HitPoints 7.5% Enhancement(RechargeTime) Impeded Swiftness (Siphon Speed) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% Enhancement(Slow) 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing) Blood Mandate (Summon Demons) 1.5% (0.03 End/sec) Recovery 1.88% Defense(Fire,Cold), 0.94% Defense(AoE) 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold) 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative) Blessing of the Zephyr (Fly) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback (Mag -4), Knockup (Mag -4) Steadfast Protection (Increase Density) 1.5% (0.03 End/sec) Recovery 12.05 HP (1.5%) HitPoints 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Knockback (Mag -4), Knockup (Mag -4) Edict of the Master (Hell on Earth) 5% Defense Sovereign Right (Hell on Earth) 10% Resistance(All) Command of the Mastermind (Hell on Earth) 10% Defense(AoE) Mark of Supremacy (Hell on Earth) 10% Resistance(All), 100% (3.35 HP/sec) Regeneration Call to Arms (Hell on Earth) 5% Defense Expedient Reinforcement (Hell on Earth) 10% Resistance(All) Blessing of the Zephyr (Speed Boost) 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative) 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold) Knockback (Mag -4), Knockup (Mag -4) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative) Mocking Beratement (Provoke) 1.8% Max End 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee) Impeded Swiftness (Summon Demon Prince) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% Enhancement(Slow) 3% Resistance(Energy,Negative), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Resistance(Fire,Cold), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing) Gaussian's Synchronized Fire-Control (Tactics) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning 15.06 HP (1.88%) HitPoints 2.5% (0.04 End/sec) Recovery 2.5% DamageBuff(All) 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold) Performance Shifter (Transference) 7.5% SpeedJumping, 7.5% JumpHeight, 7.5% SpeedFlying, 7.5% SpeedRunning Luck of the Gambler (Scorpion Shield) 10% (0.33 HP/sec) Regeneration 9.04 HP (1.13%) HitPoints 9% Enhancement(Accuracy) 3.75% Resistance(Smashing,Lethal), MezResist(Immobilized) 6.25%, MezResist(Held) 6.25%, MezResist(Stunned) 6.25%, MezResist(Sleep) 6.25%, MezResist(Terrorized) 6.25%, MezResist(Confused) 6.25% 4.5% Resistance(Toxic,Psionic), MezResist(Immobilized) 7.5%, MezResist(Held) 7.5%, MezResist(Stunned) 7.5%, MezResist(Sleep) 7.5%, MezResist(Terrorized) 7.5%, MezResist(Confused) 7.5% 7.5% Enhancement(RechargeTime) Nightmare (Intimidate) 1.65% Enhancement(Terrorized) 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged) Glimpse of the Abyss (Invoke Panic) 2.75% Enhancement(Terrorized) 15.06 HP (1.88%) HitPoints 9% Enhancement(Accuracy) -
knockdowns New MM project: /Kin TankerMind. Your input needed
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Kinetics Power Pool: Flight Power Pool: Leadership Power Pool: Presence Power Pool: Speed Ancillary Pool: Mace Mastery Hero Profile: Level 1: Summon Demonlings (A) Overwhelming Force - Endurance/Recharge (3) Overwhelming Force - Accuracy/Damage/Endurance (3) Overwhelming Force - Damage/Endurance/Recharge (5) Overwhelming Force - Accuracy/Damage/Endurance/Recharge (5) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (7) Overwhelming Force - Accuracy/Damage Level 1: Transfusion (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (39) Touch of the Nictus - Accuracy/Endurance/Recharge (39) Touch of the Nictus - Chance for Negative Energy Damage Level 2: Siphon Power (A) Accuracy IO Level 4: Repel (A) Sudden Acceleration - Knockback to Knockdown (7) Explosive Strike - Chance for Smashing Damage (11) Explosive Strike - Damage/Knockback (11) Explosive Strike - Accuracy/Knockback Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Hover (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (9) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (9) Blessing of the Zephyr - Knockback Reduction (4 points) (17) Luck of the Gambler - Defense/Increased Global Recharge Speed (34) Luck of the Gambler - Defense (36) Luck of the Gambler - Defense/Endurance Level 10: Siphon Speed (A) Impeded Swiftness - Accuracy/Slow (45) Impeded Swiftness - Damage/Slow (46) Impeded Swiftness - Accuracy/Endurance (46) Impeded Swiftness - Chance of Damage(Smashing) (46) Impeded Swiftness - Endurance/Recharge/Slow (48) Impeded Swiftness - Range/Slow Level 12: Summon Demons (A) Blood Mandate - Accuracy/Damage (13) Blood Mandate - Damage/Endurance (13) Blood Mandate - Accuracy/Endurance (15) Blood Mandate - Accuracy/Damage/Endurance (15) Blood Mandate - Accuracy (17) Blood Mandate - Damage Level 14: Fly (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (45) Blessing of the Zephyr - Knockback Reduction (4 points) Level 16: Increase Density (A) Steadfast Protection - Resistance/Endurance (36) Steadfast Protection - Resistance/+Def 3% (36) Steadfast Protection - Knockback Protection Level 18: Hell on Earth (A) Edict of the Master - Defense Bonus (19) Sovereign Right - Resistance Bonus (19) Command of the Mastermind - Recharge/Pet +AoE Defense Aura (21) Mark of Supremacy - Endurance/Pet +Resist +Regen (21) Call to Arms - Defense Bonus Aura for Pets (23) Expedient Reinforcement - Resist Bonus Aura for Pets Level 20: Speed Boost (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (43) Blessing of the Zephyr - Knockback Reduction (4 points) Level 22: Maneuvers (A) Red Fortune - Defense/Endurance (23) Red Fortune - Defense/Recharge (25) Red Fortune - Endurance/Recharge (25) Red Fortune - Defense/Endurance/Recharge (34) Red Fortune - Defense (34) Red Fortune - Endurance Level 24: Provoke (A) Mocking Beratement - Accuracy/Recharge (37) Mocking Beratement - Taunt/Recharge (37) Mocking Beratement - Taunt/Recharge/Range (37) Mocking Beratement - Taunt/Range (39) Perfect Zinger - Chance for Psi Damage Level 26: Summon Demon Prince (A) Impeded Swiftness - Damage/Slow (27) Impeded Swiftness - Accuracy/Endurance (27) Impeded Swiftness - Range/Slow (29) Impeded Swiftness - Endurance/Recharge/Slow (31) Impeded Swiftness - Accuracy/Slow (29) Impeded Swiftness - Chance of Damage(Smashing) Level 28: Assault (A) Endurance Reduction IO Level 30: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (33) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 32: Abyssal Empowerment (A) Endurance Reduction IO Level 35: Transference (A) Performance Shifter - Accuracy/Recharge (40) Performance Shifter - EndMod/Accuracy/Recharge Level 38: Fulcrum Shift (A) Accuracy IO (40) Recharge Reduction IO Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Endurance (42) Luck of the Gambler - Defense/Recharge (42) Luck of the Gambler - Endurance/Recharge (42) Luck of the Gambler - Defense/Endurance/Recharge (43) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 44: Hasten (A) Recharge Reduction IO Level 47: Intimidate (A) Nightmare - Accuracy/Fear (48) Nightmare - Accuracy/Fear/Recharge (48) Nightmare - Endurance/Fear Level 49: Invoke Panic (A) Glimpse of the Abyss - Chance of Damage(Psionic) (50) Glimpse of the Abyss - Accuracy/Fear/Recharge (50) Glimpse of the Abyss - Accuracy/Recharge (50) Glimpse of the Abyss - Endurance/Fear Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Run Speed IO Level 1: Supremacy Level 2: Rest | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;672;1344;HEX;| |78DA6594CB4F135114C6EFB453B00FFA7E51CAFB695F40746FA2A80B6942D23F804| |CCA00A3A56D688910576EFC0B74618C6F40DDB8F62F31115050573E0017BAC6C37C| |5FA049276D7F33DFBDE7DEEF9C73A7C5F519DFFB9BF7AF282D78AD62341AF345A3D| |1345757ACEA82AB682C5965757A75CA77F07C64BEB4B6B252AB16664CF9E583555D| |4AB6CCB8BAB6B858B86555CDA6556E28EF5CAD5629DCA8584BCBCD807D3F6B1A0BE| |66A63D9AA87ECE7A251B5EA6B15A369D5AA1E5B29D54D73217DBD6E950B2DEB168D| |B2498F1B4971352ADFC741C5EBC4A53E3B95EAD595E30BB90FEA07E457B0630FF4C| |7CF621D2A2EDAB4AEC61264120CC81C4DD34EE7282DA56C2D289A53B3E39CCEEFBA| |AD756C38948AE8CA73975C079F883F17F650AE41C4BBA5A49D887775EE386CEDC22| |EB90706639ACDC128381C0443B2B71B7E5CEE979A9D47EE15987F4D6E935BE0E426| |F854BC78592BEF4F656BBE5FF0E4FB0DFA0FC923E67A0C7AC573176BD545CF397AC| |ED17358BC0590972310C79EC30932093E130F217A08FD108C4BDC3FEC11BE879A47| |4BA869F49BC38E89FFC5FA11593F420F117A18A7870C3D84C4678CB58D7950B3B81| |74CFAC82ED6D64F06C094C426B0BE9EB883F5462CF2365901C71AE073C9A79BF974| |B30F29F621C5BAA7D9873EF62BCDFE8465BF1E78553D3C1B11D17AE9BF77137BF46| |D91DBE0C01BF22DF90E7C215EFA79D6FAB95E4C6A36044D1B7AC49A3D041FE4E51D| |C259D24679B6C7B3E00769C5047D4CF0EC5D0C91613202667846333CB3439243967| |965B95E8F6805F6AEB08379939FC88F605AE64C618E73EA00DAF43EB94BEE71AE7E| |F6EECA472E956953A6DA94E936E5529B72B94D996D55F2C8A778AE9DCCC9BDC671C| |D8E704B279C1C3DF49CFE83707418D1C7ADDA08B4A3566D02DA9F566D00DA7F5F7B| |E281| |-------------------------------------------------------------------| -
knockdowns New MM project: /Kin TankerMind. Your input needed
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
Ok, now everyone can get a good laugh. This is probably a complete mess, and I've probably completely broken several rules regarding set bonuses. But this is my first homegrown build. I was told that you get set bonuses on toggles even if the toggle is off. So that is why I have zephyr slotted in Fly, even though i'll be fighting with Hover on. I don't have good numbers but i'm hoping that the +resist shields from the demons will help some. At level 25 on my one Demon it gives like +10 to 15 on a lot of resists. My idea is to try to mitigate a lot of damage just from bodyguard, repel knockdown, and some cc's from the knockdown proc in the demonlings. -- Edit -- I had to post the build in a separate reply. See below... -
If I have a set bonus that gives like +1 percent to defense on a Toggle ability. Does that +1 set bonus still work if the toggle is off. Here is why i'm asking. I have fly and hover. I am thinking about 3 slotting both with Zephyr. In combat I will just use Hover, but I need to know if I will still get the zephyr set bonus if fly is toggled off. Zephyr 2 set bonus gives 1.25% def bonus 3 slot gives 1.88 %
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Do demons give a +resist shield to the MM?
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
I have submitted a request with the Pines developers to have this shield show on the Pines Effects window. So we can see what impact it has on builds. https://github.com/ImaginaryDevelopment/imaginary-hero-designer/issues/63- 1 reply
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knockdowns New MM project: /Kin TankerMind. Your input needed
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
- edit - I just realized i don't have hasten in there. I'm not sure if it will be needed or not. But I'll leave that up to anyone who helps me figure this out - end edit - Sorry for the spam. The forums wouldn't let me edit my last post. I also went back and rebranded the title of my original post, since this has developed into a /kin Tankermind that uses Repel for some knockdown mitigation. I have also incorporated Fear into the idea. Anyways... I am not sure if Fly is really necessary, its just quality of life mode movement. I have hover for defense and vertical mobility and knockback protection. Things i need to know. is what procs should go into the Demon Pets. Also, if someone could help me slot for defenses and resists. I'd appreciate it. I'm pretty hyped on a /kin tankermind. And here is the data post. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1033;474;948;HEX;| |78DA6592CB4AC3401486274D6AA9696DD39BDA8B624114C5D0A27BC1EB4203820F2| |0A1C676A04D8B694171E5C67710F1F204AE7D170545572EBC2C745D4FCF1C747006| |724EE69B7FFE733219E7682D76BB79BACCB4E46AD30D823DC70DBADE618BFBFB61C| |7ADF31A1B8C083C537F2B7BBBBD56ABEDDB6B1E449A70BF3E2629567A0707F616F7| |BD2EAF05CCDC69B79BF64693D71BDD04BE6F7BEEBE77183478C7C2B9E3FABCD36BB| |A5DDEF6E3423D10836B71BDC36BB664EDB8358FDA3C1E83C6A6E1394F321AFD30EB| |C36021291A521CC23892FBD533A14F00D1340D8986240944D784467F3118AB1AEC0| |2EA84695F185551389B08A922482CD81725A728924BD86552772692981447A498C4| |6882679CAAC491A4C033412481E40A3C2DF2B45E21CD182CF5CDB0CBD4898E39B32| |BBACE3C87182B192CF715C2791ADCD2E496163D43C52C7D4516491EC8286946915C| |43C571AA382E34522C4A71429C3D3814C8A180440752A22A252437E039499A49245| |9E8AD4CA48CE46C01FE319DE734923BF8BC59F29915FF169CE789CC232900B1C9C7| |CE8B732902AB08A6579E3464D547CAF7941F442E1AFF6FC89C422A0AA92A6451214| |B0AD95688F347FA3BF0AED1AAB8995138359D56DF8607F7565EFD50C8BB423E15F2| |03452844F1| |-------------------------------------------------------------------| -
knockdowns New MM project: /Kin TankerMind. Your input needed
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
I haven't had much time. but I've been trying to make a /kin MM Tankermind based on this idea. I think i have the skills laid out that i want. HOwever, I haven't really started slotting things expect for muling Hell on Earth. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Kinetics Power Pool: Flight Power Pool: Leadership Power Pool: Presence Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Summon Demonlings (A) Empty (3) Empty (3) Empty (5) Empty (5) Empty (7) Empty Level 1: Transfusion (A) Empty Level 2: Siphon Power (A) Empty Level 4: Repel (A) Sudden Acceleration - Knockback to Knockdown Level 6: Enchant Demon (A) Empty Level 8: Hover (A) Empty Level 10: Siphon Speed (A) Empty Level 12: Summon Demons (A) Empty (13) Empty (13) Empty (15) Empty (15) Empty (17) Empty Level 14: Fly (A) Empty Level 16: Increase Density (A) Empty Level 18: Hell on Earth (A) Edict of the Master - Defense Bonus (19) Sovereign Right - Resistance Bonus (19) Command of the Mastermind - Recharge/Pet +AoE Defense Aura (21) Mark of Supremacy - Endurance/Pet +Resist +Regen (21) Call to Arms - Defense Bonus Aura for Pets (23) Expedient Reinforcement - Resist Bonus Aura for Pets Level 20: Speed Boost (A) Empty Level 22: Maneuvers (A) Empty Level 24: Provoke (A) Empty Level 26: Summon Demon Prince (A) Empty (27) Empty (27) Empty (29) Empty (29) Empty (31) Empty Level 28: Kick (A) Empty Level 30: Tough (A) Empty Level 32: Abyssal Empowerment (A) Empty Level 35: Transference (A) Empty Level 38: Fulcrum Shift (A) Empty Level 41: Scorpion Shield (A) Empty Level 44: Weave (A) Empty Level 47: Intimidate (A) Accuracy IO Level 49: Invoke Panic (A) Glimpse of the Abyss - Chance of Damage(Psionic) (50) Glimpse of the Abyss - Accuracy/Fear/Recharge (50) Glimpse of the Abyss - Accuracy/Recharge (50) Glimpse of the Abyss - Endurance/Fear Level 1: Brawl (A) Empty Level 1: Prestige Power Dash (A) Empty Level 1: Prestige Power Slide (A) Empty Level 1: Prestige Power Quick (A) Empty Level 1: Prestige Power Rush (A) Empty Level 1: Prestige Power Surge (A) Empty Level 1: Sprint (A) Empty Level 1: Supremacy Level 2: Rest -
Protector Bots give a +def shield to the MM. Do demons give a +resist one? - edit - I forgot i have a demon MM. they do grant the MM a resist buff. at level 25 it was like +15 total to several resists
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Crysys's Bots/Time Capped Defense build.
SmalltalkJava replied to SmalltalkJava's topic in Mastermind
That is a solid looking build Kelly Rocket!! -
Are people still doing pylon tests?