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SmalltalkJava

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Everything posted by SmalltalkJava

  1. Yes. As far as I can tell proc's really cover up a lot of sentinel damage gaps. Rad/Beam/Water with proc's is a day and night difference.
  2. I'd be up for something like this. The T1 pets have it worst due to their level difference which makes their small inherent def/resists practically non-existent. Combine that with low HP it makes mid combat re-summon tough for sure. Heck a temp def/resist boost for about 5 seconds at summon would work to some degree, what ever the actual blank/unresponsive time frame is. I run /nature and even with its +absorb and strong cc, it can be a challenge to get a good combat resummon going. Greedy throw in: While we are on the pets issue. I'd like them to get the pet "Attack" command to work off of passthrough targeting like normal skill attacks do. 🙂 Anyways, Here is the latest info that i have for baseline resists/def for pets.
  3. Hmm.. if you like to proc a lot then it's Rad, Beam, Water, and I think Ice can take a lot of proc's. with rad taking a crap ton of them. I like my sentinels with proc's. If you like to stay 100% ranged then it's. Ice, Water, Archery, Beam, Assault Rifle. Everything else has pbaoe in their nuke except for electric but it still has 1 pbaoe. Water has a heal that you can proc also,. I can't remember if dark primary does. If your still playing your beam throw some proc's in it. It will hit much harder. It was night and day for me.
  4. In the combat log for Spirit Ward it was printing out Spriti Ward.
  5. FYI. If your protector bots don't add or remove any Defense to your totals when you either select or unselect it. There is a work around for that also, but it is a bit more involved. But it actually only takes a few minutes once you make the .75 change. Basically, on the line above where it says, "Effects" Tab select the Line that says "10% Defense to Self for 10.25 seconds. Effect does not stack from same caster." When you click edit you will notice in the second that the pop up window in the "Damage Type / Vector" column it has "none" selected or nothing is selected. What you will end up having to do is create a new "effect" for each defense type. 1. on the Effects Tab after you made the .75 Change. It should look like this. 2. Now Click the "Duplicate" button. You will get a pop up and then select "Smashing" in the "Damage Type / Vector" column, and then click the OK button. 3. Now do this for Each of the Defense Types and just change the Defense type. the "Effects" tab will start to fill up. Here is a screen shot of mine after I did this for Smashing, Lethal, Fire, Cold. You just have to keep clicking until you add an effect for each defense type. Then once you are done adding in all of the defense types, you just keep doing OK/Save until you are back to to the start. 🙂 I hope this helps. I've had versions of Mids where the first line in the effects tab is enough, and in other versions it isn't. But if you look at the Demons Ember Shield Owner power and the Force Field's Dispersion Bubble Power then you will notice that they have an "Effects" line for each resist or defense that it impacts.
  6. I did a uninstall and then reinstalled using the windows Exe/MSI verson from the site and double clicking fully loads the builds now and not just the name of the build in the window title bar.
  7. Beware, I have a rambling mind. I figured that I'd post the build here to see if anyone has any feedback. Additionally and hopefully, it will give people some ideas on how they would approach the concept. I will also explain some of the choices and some of the decision points that I was really tossing around. But let's dive dig into the Burial Grounds... First of all in this build I attempted to focus on Recharge to make sure that Overgrowth, Wild Bastion and Wild Growth as up as much as possible, I also wanted to make sure that Entangling Aura has both Lockdown +2 Mag Hold and the Entomb Absorb Proc in it with some hold duration's to help ensure that the mobs stay held in between the chance to hold pulses. I also wanted to get my defenses up to a "reasonable" level. Oh, and I like to have attacks or at least 1. I always struggle on actual pet slotting for accuracy and damage in general. So that may be a bit sloppy. I really struggled on the Grave Knight and the Lich. But I think I have them in an Ok place. I always worry about their accuracy. Due to the level difference their to hit chances are always lower than the MM's to hit. I see you T1 an T2 pets, especially you T1 pets 😞 . So I may have overslotted for acc, but hopefully it will make it so I don't have to go for Nerve Incarnate to shore that up. I also wanted to make sure that my Soul Extraction's can actually hit something and not just be a pure mule. Generally, I like to take Provoke on my MM's so I can pull aggro off of my pets, with this one I decided not to mainly due to my lower defenses and lower resists. (those demons and bots builds 🙂 are nice with their +def and +resists, they kind of spoil you). I am not sure if the Spore Cloud -16.52% to hit will effectively make my def for Lethal/Smash/Energy top out at 95% chance or not once the mobs debuff resists kick in. I expect that it will for S/L at least but probably not Energy. There is just a 6.64 difference between defense cap and the combination of Spore Cloud's -16.52% and my defenses for S/L. There is a 11.34 difference for Energy. I think it should for S/L. It should at least get it within a few percentage points of cap for Energy. I can live with that since most melee range mobs will be locked own by Entangling Aura. I love me some Entangling Aura. I'm really tempted to drop hover and lose the extra defense, and pick up provoke but, the build only has 4 KB reduction and Hover at least keeps me in place if I get Knockback spammed. Also losing Hover will make me lose a LOTG recharge IO and it would lower my overall defense to S/L 35.7% and Energy to 31%. I think that is just too much of a drop and loss. Maybe it isn't? From a concept I don't really see this toon as a flyer. And I can't really see how to drop 3 abilities to pick up Weave. I guess maybe dropping Spore Cloud, Hover, and PowerBoost would free up 3 powers for Kick/Toughness/Weave. I could then move the LOTG into Weave. But that would potentially add more danger to my pets and it might still not give me capped Def. Regarding having Life Drain. I like to take at minimum 1 MM attack and preferably 2 or even all 3. But on this I went with LifeDrain partially because of character concept and secondly because I can have 3 procs in it. Sure maybe Gloom or even Dark Blast might give more DPS over all, but its of minimal concern in this build. Step into the Burial Grounds and your life force slips away. I've also found that in some situations like my Demon/Nature, and Beast/Nature that I would get into MasterMindLock and just keep spamming the DPS rotation 😈. You see you can do that with /Nature as the endurance issues just kind of melt away in your Lifegiving Spores patch and Overgrowth. However for those of you who don't use MM attacks you can just drop it or pick up a different attack. I just don't see a way to fit in another MM attack without losing something. Lifegiving Spores has the Panacea proc in it because it will proc the on anyone standing in it. If there is a space to lose some slots I could probably take them from here. Generally just having the Panacea proc in there is good enough. Another issue with removing some slots from there is the loss of some more +recharge. PowerBoost. - This is a power that I could probably drop, and then pick up another attack. If I did that then I could move some Lifegiving Spores slots into there. I'm still not sure on this or not. I will have to think about it some more. Any ideas? Anyways, PB gives a boost to Wild Bastion's Absorb, and also to the +to hit from Overgrowth for the entire duration of the buffs. The only caveat is that a player and the pets have an absorb cap that I believe is 50% of their health. The boost to absorb isn't a critical part of the build. Chime in and tell me your thoughts on moving some slots out of Lifegiving Spores and picking up another attack! If so then which one? Wild Growth. - It has the +4 KB protection, I don't really like that Wild Growth's recharge cycle is so far off from Overgrowth and Wild Bastions since it has a 73 second recharge vs the 67ish for the other two. It's just kind of a pet peeve, even though its just a about 6 seconds. I just couldn't see much of a way to fix it. Wow, my rambling +1 really went off. So here is my build for you to use, and possibly learn from it, and hopefully critique as you see fit. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Burial Grounds - Necro Nature: Level 50 Science Mastermind Burial Grounds - Mastermind (Necro Nature Mastery).mxd
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  8. I looked at this and didn't see any other directories. I also made sure that my other directories where i had the old ones are gone, and they are. I did go and redo the "open with" settings and set it to the correct .exe. Just to make sure. Here is the kick, maybe it is a registry issue. I did notice that the "open with" options did list my old installs on there even though they are gone and uninstalled. I don't remember but I probably just deleted the folders instead of an actual uninstall. But I don't actually remember. After I redid the "open with" the correct mids does open up and it has the name of the mdx file in the window title bar, but everything else is empty. However, I did notice that the "open With" option does have the old mids install versions listed. So maybe I have a windows registry issue??? Anyways here is what a screenshot looks like if I double click on a mdx file. As you can see the title bar has the name of the file. anyways. I have a work around so its not all that bad. The File>>Open does work. I just have to click the View>>columns and change to a different column list number to make a lot of the Incarnate skills show.
  9. Homecoming team. I like to target through the main tank or at least a main person designated as the target selector. Can you make it so that if I use the MM Pet attack command and have another player selected that the pets will attack their targeted enemy? I think it would be really useful. I don't know if you would want to put in a flag on Null the Gull to enable the functionality, or just a slash command to turn if off and on if people don't want it.
  10. this is great! I adapted this for my electric heals and absorb. But I noticed that if I don't have anything targeted then the ability in the first file doesn't go off. the nearest freindly is targeted. But no ability firing on the Key down. When I release the key, then the second ability does fire off. It works great if I already have the nearest friendly targeted. v "+ $$- $$targetcustomnear friend alive$$powexecname Insulating Circuit$$bindloadfile binds/electricbuff2.txt" and v "+ $$- $$powexecname Rejuvenating Circuit$$bindloadfile binds/electricbuff.txt"
  11. yes they can tank. I've never tanked on incarnate stuff, I've never actually done any incarnate stuff. But I've tanked quite a few teams on my Demons/Nature and Beasts/Nature MM's at level 50. It can get a little crazy due to the pets being in the same aoe zone as I am since they aren't ranged, but with Entangling Aura nothing in melee range fights back that much. I love me some Tankerminds. Nice Def and Resists that you have going there. edit - PS. Thanks for that build. I have a Bots/FF at 50, But i've never actually done a build with him. I just kept putting it off.
  12. Yes unfortunately, Follow, GOTO, and Attack My Target are both on the same pet action side of the commands list. So they replace each other. no way to get around that
  13. Nice too bad I don't play on this server. I'm on everlasting, maybe i'll create a character on the server. I have a few years on you I'm 47. As a mainly MM player. I'd like to know what are your favorite MM combos are and which of the MM builds you posted in your other thread are ones you've actually used. Just out out of curiosity.
  14. Nope, i hoped for this functionality for a long time. I could never get it to work. From what I can tell the "goto" is a pet action and it requires a click to tell them where to go via the LBUTTON. Anything else and you will get the swirly location marker on your cursor. I haven't been able to get goto to do anything like how you can cast spells right at your feet like /bind e powexec_location me:3 Lifegiving Spores and using the new "cursor" location keyword doesn't work either 😞 I have tried /bind shift+lbutton petcomall goto$$petcomall attack when i have a mob target and it just does the "goto" part. I use /bind SHIFT+LBUTTON petcomall goto I did mess around and make some bindfiles that cycle through petcomall goto, then petcomall Stay, and petcomall attack. but it still has to use the LBUTTON or you get the circle prompt. petcomall goto:hell doesn't seem to work either. ewww.. this was my 666th post.
  15. As you may or may not know Mids over states the strength of the Protector Bots Force Shield ability. Which can lead to Mids showing that you have more Defense than you actually do. Mids adds 10%. but the un-enhanced in game value is 7.5% iirc. Disclaimer... I take no responsibility for you messing up your mids 🙂 So Don't change anything else in there except the one field stated below! You may even want to back up the directory before you do this. In Mids go to Options >> Advanced >> Database Editor On the pop up click "Main Database Editor" In the "Filter By" drop down select "All Powers" - You will see a "Working.. Building List.." pop up. You can just ignore it. That is Mids taking forever to load all of the abilities in game. If it is blocking your view then just drag the main Mids window over a little bit. Click in the right column where the powers are starting to load. then hit the "M" key on your keyboard. That will take you down to the Mastermind Section or at least to the M section of skills. Then just scroll down until you see the Skill: "Mastermind_Pets.Protector.Force_Shield" and select it. If by chance you don't see it because it hasn't loaded yet, then just click the "Re-Sort" button to force it to reupdate the sorting of powers. On the bottom right click "Edit" On the Edit pop up click the "Effects" tab. Now that your on the "Effects" Tab select the Line that says "10% Defense to Self for 10.25 seconds. Effect does not stack from same caster." Now that you have that message selected click the "Edit..." button. On the next Pop up Screen on the left column you will see entry boxes named "Percentage", "Scale", "Duration" etc.. Change the "Scale" value to be .75 Yes that is a decimal and the number 75 it represents a percentage value After you change the Scale, then click the "Ok" Button. Then just keep clicking "Ok" or "Save" or "Save & Close" until you are all the back to the beginning screen. Once you are done it will pop up saying that it is "Saving and Diffing... Main Database" The saving and diffing may take about 10 to 20 seconds. For me it took about 12 seconds or so. Then you will be back on the Database editor screen where it allows you to select Main Database, Entity Editor and such. Just click close on that and you are done. Its easier to do than it actually reads. Now you should be able to click the Green Dot on the Protector Bots skill and have it reflect the correct value on your "Totals" for defense. I did notice on some builds that it may be off by .01 in either direction from what is in game. But that is just due to rounding differences from what is actually in game. I created this guide after I updated my MIDS and checked it against a test build on the Beta Server that even had Defense IO's slotted on the Protector bots and it came out correct. I also tested it on a different build on Everlasting Server. Both came out correct. - Note- if it still isn't coming our correctly, then you may have the "Force Shield" power turned on in the Mids Pet Powers Pop up screen. So double check to make sure that it is turned off in there. You should only need to Click the Green Button on the Protector Bots power to turn the effect on. Just like you would do with Maneuvers, Assault, and Hasten.
  16. Thanks for the clarifications. I have a lot to learn about Scrappers. I'm probably going to level up my Kinetic Melee/Dark Armor.
  17. It would be nice if it was just a teeny tiny taunt effect, Just enough to keep the mobs from zip-lining away as you pummel them.
  18. I've never played a scrapper past around level 10 or so. Do damage procs crit for scrappers or is it only primary damage that crits?
  19. ok, I just remembered about City Data. Looking it up. PB says it does boot Endurance. I wonder if it would impact the "Recovery" portion of AM? Probably not since it would say "Recovery" in PB's description. It doesn't look like it would impact anything besides the run/flight/jump. https://cod.uberguy.net./html/power.html?power=epic.mastermind_mace_mastery.power_boost&at=mastermind +65.56% Heal Dmg, Absorb, Endurance, RunningSpeed, FlyingSpeed, Confused, Terrorized, Held, Immobilized, Stunned, Sleep Strength for 15s (self only) +65.56% Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, ToHit Strength for 15s (self only) https://cod.uberguy.net./html/power.html?power=mastermind_buff.radiation_emission.accelerate_metabolism&at=mastermind +30% Recovery for 120s (all affected targets)
  20. Does anyone know whether or not if you pop Power Boost before firing off Accelerate Metabolism if it will impact any of the buffs that it gives? If so which ones? Will it boost the recharge portion?
  21. Do you mean that double clicking on a MDX file won't load it into Mids? If so i have the same issue. File >> Open works ok. But double clicking doesn't or downloading and open in mids doesn't either. I have to use File >> open or open the MDX in a plain text editor like NotePad++ and then copy the hex values and them import from forum. Regarding Dynamic mode, there is "Respec" mode that is pretty freeform. I don't remember what that does exactly. But i have noticed that you have to have the Tab on the side on the "Info" tab to be able to add and remove slots. if you have it on the "Totals" tab then you can't add or remove lots.
  22. I'm gonna necro this post because I've had some thoughts occur to me as I've been trying to figure out what to do with Skunk Man. Right now I have several versions, a Nature/Water Defender, and a Thugs/Poison MM both at level 50. The first iteration was Thugs/Poison because his friends would come to assist him as he used his poison(stinky concoctions) to take down criminals. Then I did Nature/Water defender because of the whole animal-nature, and Skunk Spray. However, I've always envisioned him as a more scrappy hero that takes advantage of his bad smell to beat the villains into submission. Maybe like a Kinetic Melee/Dark scrapper, with skills colored yellow or a Staff/Dark so he can beat people with his +1 Stank Stick. So I attempted to make him a melee character but I end up abandoning the concept because he doesn't have a partner or sidekick to assist him. That was part of the problem with the defender also, but he at least had skunk spray. I also find the Water attack mechanic to be tiresome after a while. I find that I'm watching for the orange circle to pop up all the time. What to do, what to do... I then went back to Thugs and thought that would be cool again, but I don't want any guns. So it occurred to me that the the Bruiser doesn't use guns, at least from what I remember. Then I thought what about the stanky Skunk part. I could do /Rad or /Time both colored yellow. Both have have potentially stinky looking effects. /Time is bit too whirly, but both have pbaoe heals for the duo to operate in. However, /Rad has Choking Cloud which is like Entangling Aura from /Nature and that ability just rules, when it has the absorb proc and the +2 mag hold proc, with a couple +hold duration's in it. An added bonus is that Bruiser is melee so we'd be like a 2 person /assist train from the old Dark Age of Camelot days. All of that led me back to this thread. Oh and here is one more thing. @plainguy I don't know if you have tried it yet but I picked up Spirit Ward today from Sorcery Pool on my Necro/Cold just to test it out. It seems pretty good. a Single Target ally toggle that gives +Absorb to one friendly target. Sounds pretty good for a Semi-Petless MM to use on their one pet. At level 33 with a couple IO's in it. It gave my Lich an absorb shield of +279.23 HP. So added on to his baseline HP of 729.92 that isn't too shabby and it appears to pulse about every 2 seconds for +27.92 absorb. - edit spriti ward 🙂 pulses every two seconds. i was on the test server trying some stuff out. I didn't catch it in the log due to not having logging one when I had it slotted but Panacea procs on the Pet if you have it slotted in Spirit Ward. All of the other Health IO specials just affect the MM when it is on.
  23. Kudos! the new 2 bind file system worked really well.
  24. If I have Hover, do i need knockback protection IO's non-armor sets like defenders/Corruptors/MM's? It seems to just spin me around, but I was just wondering if knockback protection when you have hover on actually does anything.
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