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WindDemon21

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Everything posted by WindDemon21

  1. Agreed Agreed. It fails a long on smaller mobs I always wanted this change as well. They also need to make the base recharge 90 seconds soit can run in line with the shield and rad armor nukes and ESPECIALLY with this new dark consumption. Nothing is more annoying than when powers within the same set especially cant even line up and are just that little bit off ruining the sets flow.
  2. Really? Looking at it it seems pretty crappy to me actually. All it has is an ally heal, and aoe -damage. And a pbaoe status (not protection) and slow/end resist power. Everything else is a single target ally power, which jumps but loses effectiveness and the benefit doesn't sound that high, or a foe end drain without -recovery to even make it useful.
  3. The damage should be damage/endurance. The acc/tech should be the first one too. I know it's only an OCD thing but I have to slot sets in order so it would be nice to have the acc be the first thing/s lol
  4. Dark melee needs an actual aoe. Dark consumption should be made a 20s recharging aoe with the first enemy giving the most end of 15, and then it and the subsequent enemies granting 2 end, unenhanceable. That way it gives good endurance but not op, and forces it to be slotted and used as an actual aoe attack with the benefit of the endurance gain.
  5. Sonic repulsion also seems bugged at the moment. It's constantly showing "miss"es. And it is noticeably less knockdowns than repel or repulsion field from kinetics and FF when you put the kb-kd proc in them. If those misses knocked them down instead it would be the right amount of knockdown. Regardless they really need to remove the end per enemy hit and lower the end cost on those powers either way.
  6. If anything dont get rid of life drain, it's the only thing that makes necro unique to self heal with it. What they should do is make soul extraction instead a fast recharge dark/dark tank summon to take the alpha and hold aggro. Like dark servant but tank form with death shroud, armor, mayhem cloak of fear and siphon life.
  7. Agreed they NEED to let powerboost buff ice shields (at the very least make the fire/cold resistance in ice shields unenhanceable so this can be done). Since resists already need about twice the value to cap anyway it should really work for resistances also. They also need to make powerboost work for regen and recovery buff powers. It can already boost actual heals and end gain/drain powers there is no reason it shouldn't boost those as well. I could say the same for -damage too, but that gets into a tricky part that I wouldnt expect anything from.
  8. Sonic needs some help, but there isn't much you can really change without changing the whole set itself. What they need to do, first and foremost is make Liquefy on a two minute base recharge. So on high recharge builds you can just about perma it. Most other sets have really good powers that they can have up all the time, like chrono shift, farsight, overgrowth etc on top of heals. Especially for a tier 9 power, this should definitely be the case. It also goes against sonic, which can mainly easily avoid hasten, except for that power only, which NEEDS it to have it up any decent time even with full slotting and bonuses. They also need to make Sonic Cage a single target hold, not intangible, it would make sense given it's use though to keep it at a mag 4 to get bosses right away. Sonic Dispersion should also have sleep protection since the set offers no defense to at least try to avoid those, And they should add -defense to sonic siphon so we can slot IO sets into it, and make it a small aoe at least as well.
  9. I think Cake server is already implementing this, which should have ALWAYS been the case for MM's, but they NEED to make those "training" powers automatically applied to newly casted pets. They can already be squishy and it wouldn't be game breaking. but that is consistently the biggest issue/annoyance with Masterminds. I don't mind if i have to cast often or mid-battle if i didn't have to train them. You still have to buff them and manage your other powers while doing so, and it costs end to cast them too, and lots are generally pretty squishy. Last I heard Cake was making them a pbaoe auto aura in supremecy, that proc'ed every couple seconds applying the training buffs to the pets when they're out. This wouldn't even be necessary though, since the "automatically changes" the power code already exists in the game via field medic, and even fighting how having both boxing and tough increases the stats for cross punch etc. At the VERRRRRY least. Those training powers need to be made a wide radius pbaoe with minor to no end cost so you don't have to try to freaking target the pet to cast it which always takes like 4 seconds before they're even targettable which is the biggest pain.
  10. Yeah Sonic definitely need some help, but there isn't much you can really change without changing the whole set itself. What they need to do, first and foremost is make Liquefy on a two minute base recharge. So on high recharge builds you can just about perma it. Most other sets have really good powers that they can have up all the time, like chrono shift, farsight etc on top of heals. Especially for a tier 9 power, this should definitely be the case. It also goes against sonic, which can mainly easily avoid hasten, except for that power only, which NEEDS it to have it up any decent time evne with full slotting and bonuses. They also need to make Sonic Cage a single target hold, not intangible, it would make sense given it's use though to keep it at a mag 4 to get bosses right away. Sonic Dispersion should also have sleep protection since the set offers no defense to at least try to avoid those, And they should add -defense to sonic siphon so we can slot IO sets into it, and make it a small aoe at least as well. That said, the earth/sonic combo is actually a pretty good pairing, The only other pair i'd really do as a troller is plant/sonic for spirit tree and resists and to make the pet tougher. This combo, mainly to make stoney much tankier, and he's good to put sonic disruption on, and sonic repulsion when you put a kb-kd in it as well. Earth's -defense also meshes well with sonic's -resist.
  11. That's what I did with mine lol. Also yeah it's a very solid combo. The sets themselves though do have some gripes. I'll post how sonic could use some improvements in another thread, but necro, the soul extraction could use some help. It's mainly for an IO mule, but it's rech is a bit long, and mostly cause you have to use it on a dead pet is the issue. Should just be self-castable, and it's only a couple single target attacks. They should change it to more of a dark armor tanker with death shroud, cloak of fear, siphon life, and shadow maul or something. The pet IOs are a PAIN to figure out but i spent hours on it so i'll post the build lol. Also the knockdown proc in the zombie minnions helps a TON. I guess yeah too though, sonic should have liquefy's recharge easily a 2 minute base rech. It's a good power, but sonic doesn't have that much else going for it overall really. Just like a two trick pony, but it works with Necro. Sonic cage should also be made a single target hold (even mag 4 to give sonic extra flare). Considering that you need almost half as much defense for the same mitigation, also always felt like sonic shields should have higher values, 20% instead of 15% base, and 25 or 30% base for defenders. and then 15% base for dispersion. Also, the Lich, they "mostly" made him ranged for his ai, but i do often notice him going into about 10ft of melee which is still too close. They need to fix his minimum range to be 25ft. Since his tentacles are his shortest ranged power, that would put him at the perfect minimum distance to hit the most enemies in the mob. Unless they widen the cones he has, he should never go as close as 25ft, definitely not 10ft. I go back and forth on the kb-kd proc in sonic repulsion as well. Its good but NOISY and you constantly see "miss" for some reason when it's on the melee if it has that kb-kd proc in it. Without that proc, it's actually pretty useful to put on the lich, so any enemy that goes near him from the mob generally gets knocked back into the mob. With that knockdown proc from overwhelming force in the minnion zombies, it's not *as* needed to have that proc in sonic repulsion. In this build also, i'm moving night fall to 35 and vengeance later. I love it, but you REALLY miss that aoe that necro doesn't have like the other sets do, especially to start the fights to take the alpha to help keep the pets alive, or to just do more -to hit on the mobs and damage. I don't get why either, but soul tentacles is missing it's -to hit for some reason which I'm imagining is a bug. It should also have a 30 degree cone not 25 degrees, but still really good to get. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Necro Sonic: Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Sonic Resonance Power Pool: Leaping Power Pool: Leadership Power Pool: Speed Ancillary Pool: Soul Mastery Villain Profile: Level 1: Dark Blast (A) Thunderstrike - Accuracy/Damage (15) Thunderstrike - Damage/Endurance (17) Thunderstrike - Damage/Recharge (36) Thunderstrike - Accuracy/Damage/Recharge (40) Thunderstrike - Accuracy/Damage/Endurance (43) Thunderstrike - Damage/Endurance/Recharge Level 1: Sonic Siphon (A) Accuracy IO (50) Accuracy IO Level 2: Sonic Barrier (A) Aegis - Resistance/Endurance (3) Aegis - Resistance/Recharge (3) Aegis - Resistance Level 4: Sonic Haven (A) Aegis - Resistance/Endurance (5) Aegis - Resistance/Recharge (5) Aegis - Resistance Level 6: Zombie Horde (A) Superior Mark of Supremacy - Damage/Endurance (7) Superior Mark of Supremacy - Accuracy/Endurance (7) Expedient Reinforcement - Accuracy/Damage/Recharge (9) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (33) Soulbound Allegiance - Accuracy/Damage/Recharge (37) Soulbound Allegiance - Chance for Build Up Level 8: Enchant Undead (A) Endurance Reduction IO Level 10: Life Drain (A) Touch of the Nictus - Healing (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge (11) Touch of the Nictus - Accuracy/Healing (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration (31) Apocalypse - Damage (31) Apocalypse - Accuracy/Damage/Recharge Level 12: Grave Knight (A) Expedient Reinforcement - Accuracy/Damage (13) Expedient Reinforcement - Accuracy/Damage/Recharge (13) Expedient Reinforcement - Endurance/Damage/Recharge (15) Expedient Reinforcement - Resist Bonus Aura for Pets (33) Superior Mark of Supremacy - Accuracy/Damage (37) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 14: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 16: Disruption Field (A) Endurance Reduction IO (36) Endurance Reduction IO Level 18: Soul Extraction (A) Superior Command of the Mastermind - Accuracy/Damage (19) Superior Command of the Mastermind - Accuracy/Damage/Recharge (19) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (36) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (40) Call to Arms - Defense Bonus Aura for Pets (43) Edict of the Master - Defense Bonus Level 20: Sonic Dispersion (A) Unbreakable Guard - Resistance (21) Unbreakable Guard - Resistance/Endurance (21) Unbreakable Guard - RechargeTime/Resistance (50) Unbreakable Guard - +Max HP Level 22: Maneuvers (A) Luck of the Gambler - Defense/Endurance (23) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 24: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance (34) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 26: Lich (A) Cloud Senses - Chance for Negative Energy Damage (27) Sovereign Right - Accuracy/Damage/Endurance (27) Sovereign Right - Resistance Bonus (29) Soulbound Allegiance - Accuracy/Recharge (33) Superior Mark of Supremacy - Damage (37) Superior Mark of Supremacy - Accuracy/Damage/Endurance Level 28: Sonic Repulsion (A) Sudden Acceleration - Knockback to Knockdown (29) Endurance Reduction IO (50) Endurance Reduction IO Level 30: Hasten (A) Recharge Reduction IO (31) Recharge Reduction IO Level 32: Dark Empowerment (A) Endurance Reduction IO Level 35: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 38: Liquefy (A) Dark Watcher's Despair - To Hit Debuff (39) Dark Watcher's Despair - To Hit Debuff/Recharge (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance (39) Dark Watcher's Despair - To Hit Debuff/Endurance (40) Lockdown - Chance for +2 Mag Hold Level 41: Night Fall (A) Positron's Blast - Accuracy/Damage (42) Positron's Blast - Damage/Endurance (42) Positron's Blast - Damage/Recharge (42) Positron's Blast - Damage/Range (43) Positron's Blast - Accuracy/Damage/Endurance (46) Recharge Reduction IO Level 44: Soul Tentacles (A) Ragnarok - Damage/Recharge (45) Ragnarok - Accuracy/Damage/Recharge (45) Ragnarok - Accuracy/Recharge (45) Ragnarok - Damage/Endurance (46) Ragnarok - Chance for Knockdown (46) Range IO Level 47: Dark Embrace (A) Gladiator's Armor - End/Resist (48) Gladiator's Armor - Resistance (48) Gladiator's Armor - TP Protection +3% Def (All) (48) Steadfast Protection - Resistance/+Def 3% Level 49: Oppressive Gloom (A) Absolute Amazement - Chance for ToHit Debuff 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) Unbounded Leap - +Stealth Level 1: Supremacy Level 2: Rest | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1474;681;1362;HEX;| |78DA6594CB4F135118C5EF74A642A148B12DCF02E56591C7D00AEAD2071A375489F| |85C91A60CD884761A2A892CFD437C46055FB850C1B851136374A3468D7B75A30B95| |08C4E8063FE61C4B63276D7EB9E77EE7DEF3DD79C4CFEEF7CE1F3CB75B69BEC1C94| |42E371A4FE4CE5853E95466CC1D4F4CA492BA52AAFC90959CB2C3237626952C9171| |68A36874643A9DB633A653914E649233CD0593FBA6C7C74DC7367AC4CAD91999B79| |477D8B627CD212B914D65262AFF0DC6ACA9DCE954F6FF7199331EC95AD658E84036| |95340BB7B6A7279977A6566275C87FD6AD78ADB9D57941CC509B2F80BE8B60DB253| |07219ECBA02BE0AE6BD9AAA8716235FCB9C86399716D51CCD152307C03752A3B346| |678DC11A83357392CFCD7CEE6386A36D3A41FE74392CFDA83B0CEFC1B87D10BC29C| |6127855490B72DD12CDC3F53C7EF8CA026410F455834D3DEBEB78549309DE166F39| |BDE54BD8C3CB0CDE6570F30A183E8E8CEDA7C06A0952A1214B4510BDBD95FE2BA16| |995CCD746DE91BDAAB857D533E4D9F29C7C01B6BD04239F64CF46B92F5FA53C62A8| |77B2AE1F5EDDBF829AC02AF90B8CFD06AB245710195C411F72550748E6F44B4D0DB| |3D45C457FB5D7C8EB60CB2C3947DE00E7A58F3A7AEBBE2067FD327AAC5F05437B71| |BEE1A33CB393E07BE9A381D91A3E430BF17C6264AB646BE4193676436B22EFCADEC| |DBCFFCDAC0F487D2BB556F6F72188774134A36301B9B72E920FC94760E40FF8588E| |AF937D75DEC3DADBEE930FC805BE2F8B602F733D156F37BDDDFD58AF6780DC41EE0| |47B77915DF03E11AF897E7533867BD8D7476E276B34E79C97BC4A45D96BF430D609| |19F977567E72A9AE22255AA4C48A94FE2265A048195A57F8CC2B1DFBC737AAD6868| |DFC3742698EC3E3CB7F11D6BE95C92CDD5A2FBAFF51A8B5A0DBEF855A27EA963634| |4D0B432B25FF024217EA61| |-------------------------------------------------------------------|
  12. Which is exactly why they need to make the "train/enchant" powers auto auras so they automatically proc/cast on the pets when they're summoned. The biggest issue is having to summon them mid-battle when they die, try to target them, enchant them, buff them, etc, it's just not necessary, not to mention the end cost. I think Cake already has this in the works, and it would proc every couple seconds to put the enchant on them. IMO MMs have always needed this to be the case, then it's a matter of resummoning them mid battle when they die on top of all the other things you have to be doing.
  13. I will say regarding beasts. They're not horrible. Mix them with either cold, sonic, or force field to capitalize on their 10-12% base defense, and then max their defense out. You'll rely on fortify pack for healing them, or more defense in sonic's case. With FF you can outright easily cap their defense. cold is tougher since it's still stupid we can't powerboost the cold shield (they need to just not let us enhance the fire/cold resists which are miniscule and nobody does since that's the reason why). But you can do it with fortify pack without needing to slot for defense or have much pack mentality. Beast/sonic is good cause they are all melee, and keep mobs together better with sonic repulsion with a kb-kd in it. They are squishier with sonic, however if you powerboost fortify pack and go for defense, you can cap their defense with full pack mentality and give like 700% regen too them on top of the sonic shields and they're invincible. Likewise with thermal, but you'll want sonic for the pbaoe mez protection and more resistance in that scenario.
  14. That's what I was thinking too. We need to be able to boost the defense on those shields. While we're at it frostork needs to have a heal component to it too like other dull pain type powers have, though I really think for how self-squishy you are playing cold that frostork needs to be made a pbaoe easily perma-able hp buff with a heal component or regen, or at least perma pbaoe hp buff. It's current version is pretty bad.
  15. Yeah it's the bright palm assault. It didn't do this before Tuesday's patch.
  16. On live you used to be able to cast this and it would put them to sleep before they would get notified and attack back. Now it is notifying them before the sleep takes effect and you take the alpha beforehand. The power, which I'm sure is where the issue lies, also does not need that damage that in it that's too low to bother with and makes it so you can't stack on itself. At either rate, it did not have this issue on live and should be looked at. This is key to ice control for starting the fights and putting them to sleep so you can go in and give arctic air time to confuse the mobs before you start attacking.
  17. I was duo'ing with a troller friend, and he stacked it on me 4 times, and a single vamp sleep put me to sleep and many other instances.
  18. Before yesterday's patch, it's cast time is .8 seconds. After the patch, the ring still goes away after that time, but you get stuck in the animation for another 2 seconds after it.
  19. I've been trying to make a fire/earth/psi build, and it's turning out terrific except for the end cost, i'm managing to get about 1.41 end/sec but that's it, Less if i go tough/weave too but i can get about 37% melee, 32% ranged and 35% aoe defense on it. Don't want to skip maneuvers/tactics on it though. Also world of confusion is another damage aura, it's small, and not that good, but it houses the purple confuse set bonuses, but most importantly once you get that contagious confusion proc in it it makes a huuuuge difference.
  20. So yep still getting wayyy more than normal scattering even with blazing aura on, the power description isn't even listing it taunts. Can confirm so far though that the Sky Splitter bug does seem fixed though.
  21. Burn was never broken. It was blazing aura that was not taunting to keep them in it.
  22. Yessss! I have tested that while this is mostly how it was being affected even versus even level enemies it would not always have the proper buff values, and even against higher enemies it would r was randomly have me at capped regen/recovery on rare occasions. Since there was something wrong with the code maybe that's fixed now too. I'll be testing and report back!
  23. With super powers? I'm sure I could follow through a couple people like that. Not that it might be 100% accurate but I've seen it in movies for people that were supposed to be "normal".
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