tjknight
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Posts posted by tjknight
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12 hours ago, JAMMan0000 said:
You know, Im starting to think my experience with lower pet survivability had more to do with +5s now being in +4 mishes. I ran some +3 mishes on test (that now can include +4s) and pet survivability that seemed very comparable to +4 mishes on live. So it might just be that mish difficulty of +4s on test is just harder than +4s on live and the MMs are feeling that difficulty increase through pet survivability. If thats the case, I think Im ok with that because the mish difficulty increase will be shared with all ATs. And, honestly, a moderate across the board mish difficulty increase might not be a bad thing.
I've been running +2 and +3 so h ave not been encountering +5 enemies. That may be the diffrence. Also Gang War is spawning at 50 (+1) on beta. While on live they are spawning at 48 (+1) ... and I have Gangwar near perma on the Empathy build. That's probably a contributing factor.
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2 hours ago, Arbegla said:
MMs, in the right hands, are very effective. They just have a learning curve that is much higher than other ATs. And it used to be way worse to set up and manage. Anyone else remember the days of single target upgrades?
Yes it was terrible.
So, some subjective feedback from my experience on the test server so far: I've been playing my Thugs/Empathy (full level 50 with Incarnates and set bonuses) and my Thugs/Dark MM (level 34 with basic IOs, no set bonuses or incarnates) on content that is challenging for them on live. I've noticed a significant improvement in their survivability and ability to complete content. My Thugs/Empathy character struggled on live with the Khalisti Wharf repeatables, with the pets dying frequently.
On the beta test, he can complete those repeatables with much less difficulty. He was also able to defeat Silver Mantis in the Black Scorpion arc, a mission that completely wiped this character on live. As this toon has no access to reliable debuffs outside of the pets. It feels like the level shift, plus set bonuses now affecting the pets, were contributing factors. I've had to heal the pets much less frequently the beta server than I do on live. My level 34 Thugs/Dark MM is effectively running the Doc Buzzsaw arc on the beta server, which is an arc I quit in frustration on live because the pets simply couldn't survive the buffed Vahzilok enemies. I know there are tweaks that need to be made and concerns raised by others. But overall, these changes feel good and I think will make MM's more viable in late game content.
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This definitely has inspired me to dig my Gravity/FF out of mothballs and rework him! I also like the build's very economic use of IOs that isn't too expensive. Fantastic write-up, this should be stickied.
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While discussing Masterminds and the sometimes frustrating team setup process, I had an idea: what if pet upgrade powers were passive abilities, always active? This would eliminate the need for Masterminds to upgrade their pets upon summoning. I believe this concept has been discussed before. Also, how can one formally submit a suggestion like this to the development team?
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7 hours ago, Mercurias said:
My own favorite Sentinel is my Dark/Nin/Weapon all-rounder. He’s got modest area control thanks to Torrent with a KB/KD and FF proc. The -ToHit isn’t life-changing, but it synergizes well with /Nin’s defense numbers. In melee the Katana is decent and gives some fun flair, while Blackstar and Dark Obliteration hit hard and with a respectable recharge. It has a reliable ST ranged combo that includes a small heal for those time I take a hit.
It’s just a really fun overall character. Far from the strongest, but it can solo most EBs without issue and does a little of everything. It even has a jack of all trades approach to travel powers with Kuji-In Rin, Ninja Run, and Mystic Flight giving a mix of flight, teleportation, and boosted running/jumping.
I have a Dark/Nin Sentinel as well, and it's a good all-around soloing, jack-of-all-trades build. It debuffs a little, provides some crowd control, is survivable, and has modest DPS. My Dual Pistol/Super Reflexes is also a great all-arounder. Which is what I think Sentinels really are... a good all-around archetype that doesn't really excel in any one area, but does lots of things well enough to fill in missing roles if needed or to solo painlessly without a costly build.
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I don't believe that proc will have any effect on the pet or you if slotted in the upgrade. Only specific procs are beneficial, as Maelwys mentioned. Here's a helpful thread discussing this in more detail.
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6 hours ago, CYBRDRGN said:
This is actually a pretty solid team make up... Nice really like the concept and design. Good homage, without being a copy past copy of the original team.
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Sentinels are actually closer in design to the Epic AT's. They are designed to be Jack of all trades hybrids. They should not and never will do the same level of damage as blasters. However, they are competitive enough to team well and are great for beginners to learn the game.
There are certain power combinations that stick out on Sentinels such as Electric/Electric, Dark/SR, and Fire/Bio. All pretty durable.. Dual Pistols or Beam Rifle are also quite nice on Sentinels.
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21 hours ago, Force Redux said:
I will second Robotics/Force Field.
The lack of self heal is negligible. Occasional green is fine. If you want you can grab medicine, FF gives you room to play with powers/slots.
Robotics + Force Fields is the epitome of lazy, effective play. When properly built, you become a walking tank. There's also build room to include Taunt, which you can spam while your pets attack, bubble, and self-heal.
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No major feedback. I just wanted to say thank you for the hard work put into this. It's very much appreciated by those of us where getting bored in P.I.
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No major feedback. I just wanted to say thank you for the hard work put into this. It's very much appreciated by those of us where getting bored in P.I.
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No major feedback. I just wanted to say thank you for the hard work put into this. It's very much appreciated by those of us where getting bored in P.I.
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4 hours ago, Riverdusk said:
You can't have a pet in both defensive and passive.
There are three main modes - Aggressive, Defensive, Passive.
Aggressive = attack anything nearby. Defensive = attack if you or the pet is attacked recently, Passive= never attack.
Then there are movement modes you can add- Attack (current target), Goto, Follow, Stay. Those tell it how to move/target. The default is currently defensive follow and it resets to that every time you zone.
Problem with defensive is there is a time limit so if an enemy attacks you or your pet, you mez it, then your pet will only attack it for a set amount of time. If it doesn't kill it in that time your pet will stop attacking as it hasn't been attacked in a while by that enemy. Then you end up with your pet and the partially damaged enemy just sitting there staring at each other. I've actually had that issue even from just slowing an enemy enough, not even full on mezzing it, but a mez will often do it for sure.
Ooops I mistyped. But regardless thanks for the help but I have 10 Masterminds, & 7 controllers and have been playing this game since live. So I know how all that works. I'm mor curious about what bug the OP is running into that's defaulting their pets to passive/follow.
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I double checked this for myself, because it seemed odd to me. All my pets on various controllers are in default Defensive - Follow mode not Defensive - Passive. I haven’t even used the controls on the pets at all. I wonder what's going on?
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My suggestins are below. These are things I've used on a low level Controller. At high levels 40 to 50 I don't find I need them.
Power Pool Attacks (Sorcery)
Get Arcane Bolt
Put Enflame on Pet
Temporary Powers
- Hand Grenades- Stun Grenade
- Revolver
- Backup Radio
Veteran Prestige Powers
- Sands of Mu
- Ghost Slaying Axe
- Nemesis Staff
- Black Wand
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On 7/3/2025 at 10:07 AM, FlammeFatale said:
I lead with Spirit Tree, Creepers, Seeds.
Doing this exact same thing as a low level dom.. It's incredibly effective.
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On 6/29/2025 at 11:40 PM, Marstannum said:
I just searched through every page of this thread and, while I didn't find the build I was looking for, I'm absolutely floored by the amount of time you must have put into doing all these builds. What an unbelievable service you've done for the community here. Thank you!
Just so you know, this isn't another request. I'm going to review some of your work more closely and then try to make my own Beam/Atomic build. Hope you're having a great time with Dune and whatever else, you absolute legend.I've been doing this lately. JJ's done enough builds that it's really not hard to use the existing builds as a guide, to making just about any combo. Even the newer powersets. He has a very solid method to making effective builds!
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I'm thinking of something like this... I'm not the world's best builder by any means, but it's a start.
Villain Stalker
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────
- Primary powerset: Psionic Melee
- Secondary powerset: Psionic Armor
- Pool powerset (#1): Fighting
- Pool powerset (#2): Concealment
- Pool powerset (#3): Experimentation
- Pool powerset (#4): Teleportation
- Ancillary powerset: Psionic Mastery
──────────────────────────────
Powers taken:
Level 1: Mental Strike
- A: Superior Stalker's Guile: Accuracy/Damage
- 3: Superior Stalker's Guile: Accuracy/Damage/Recharge
- 3: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
- 5: Superior Stalker's Guile: Damage/Endurance/Recharge
- 5: Superior Stalker's Guile: Damage/Recharge
- 7: Superior Stalker's Guile: Recharge/Chance to Hide
Level 1: Psychic Wall
- A: Titanium Coating: Resistance
- 7: Titanium Coating: Resistance/Endurance
- 9: Titanium Coating: Resistance/Recharge
- 9: Steadfast Protection: Knockback Protection
Level 2: Telekinetic Blow
- A: Superior Assassin's Mark: Accuracy/Damage
- 15: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
- 17: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
- 17: Superior Assassin's Mark: Damage/Endurance/RechargeTime
- 19: Superior Assassin's Mark: Damage/RechargeTime
- 19: Superior Assassin's Mark: RechargeTime/Rchg Build Up
Level 4: Psionic Shield
- A: Titanium Coating: Resistance/Endurance
- 21: Titanium Coating: Resistance/Recharge
- 21: Titanium Coating: Resistance
Level 6: Assassin's Psi Blade
- A: Hecatomb: Recharge/Accuracy
- 23: Hecatomb: Damage/Recharge/Accuracy
- 23: Hecatomb: Damage/Recharge
- 25: Hecatomb: Damage
- 25: Hecatomb: Damage/Endurance
- 27: Hecatomb: Chance of Damage(Negative)
Level 8: Kick
- (Empty)
Level 10: Infiltration
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 27: Gift of the Ancients: Defense/Increased Run Speed
- 29: Launch: Jumping / Increased Jump Height
- 29: Thrust: Thrust: Running Speed/Increased Run Speed
Level 12: Hide
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 31: Shield Wall: +Res (Teleportation), +5% Res (All)
- 31: Reactive Defenses: Scaling Resist Damage
Level 14: Tough
- A: Titanium Coating: Resistance
- 31: Titanium Coating: Resistance/Endurance
- 33: Titanium Coating: Resistance/Recharge
- 33: Steadfast Protection: Knockback Protection
Level 16: Devour Psyche
- A: Efficacy Adaptor: EndMod/Recharge
- 33: Efficacy Adaptor: EndMod/Accuracy/Recharge
- 34: Efficacy Adaptor: EndMod/Accuracy
Level 18: Placate
- A: Mocking Beratement: Threat/Placate/Recharge/Range
Level 20: Speed of Sound
- A: Quickfoot: Endurance/RunSpeed
- 37: Quickfoot: Endurance
- 39: Quickfoot: RunSpeed
Level 22: Greater Psi Blade
- A: Crushing Impact: Accuracy/Damage
- 36: Crushing Impact: Accuracy/Damage/Recharge
- 36: Crushing Impact: Accuracy/Damage/Endurance
- 36: Crushing Impact: Damage/Endurance
- 37: Crushing Impact: Damage/Recharge
- 37: Crushing Impact: Damage/Endurance/Recharge
Level 24: Precognition
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 34: Kismet: Accuracy +6%
- 34: Gift of the Ancients: Defense/Increased Run Speed
Level 26: Mass Levitate
- A: Armageddon: Recharge/Accuracy
- 39: Armageddon: Damage/Recharge/Accuracy
- 39: Armageddon: Damage/Recharge
- 40: Armageddon: Damage
- 40: Armageddon: Damage/Endurance
- 40: Armageddon: Chance for Fire Damage
Level 28: Concentration
- A: Adjusted Targeting: To Hit Buff/Recharge
Level 30: Aura of Madness
- A: Glimpse of the Abyss: Accuracy/Recharge
- 42: Glimpse of the Abyss: Endurance/Fear
- 42: Glimpse of the Abyss: Accuracy/Endurance
- 42: Glimpse of the Abyss: Fear/Range
- 43: Glimpse of the Abyss: Accuracy/Fear/Recharge
- 43: Glimpse of the Abyss: Chance of Damage(Psionic)
Level 32: Impenetrable Mind
- A: Aegis: Resistance/Endurance
- 43: Aegis: Resistance
- 50: Aegis: Psionic/Status Resistance
Level 35: Psionic Lance
- A: Superior Winter's Bite: Accuracy/Damage
- 45: Superior Winter's Bite: Accuracy/Damage/Endurance
- 45: Superior Winter's Bite: Accuracy/Damage/Recharge
- 45: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 46: Superior Winter's Bite: Damage/RechargeTime
- 46: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
Level 38: Teleport Target
- A: Invention: Accuracy
Level 41: Harmonic Mind
- A: Power Transfer: Chance to Heal Self
- 46: Synapse's Shock: EndMod/Increased Run Speed
Level 44: Psionic Nexus
- A: Sovereign Right: Accuracy/Damage
- 48: Sovereign Right: Accuracy/Endurance
- 48: Sovereign Right: Accuracy/Damage/Endurance
- 48: Sovereign Right: Accuracy
- 50: Sovereign Right: Damage/Endurance
- 50: Sovereign Right: Resistance Bonus
Level 47: Memento Mori
- A: Doctored Wounds: Heal/Recharge
Level 49: Grant Invisibility
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
──────────────────────────────Inherents:
Level 1: Assassination
Level 1: Brawl
- (Empty)
Level 1: Sprint
- A: Celerity: Endurance
- 11: Celerity: RunSpeed
- 11: Celerity: +Stealth
Level 2: Rest
- (Empty)
Level 1: Swift
- A: Invention: Run Speed
Level 1: Hurdle
- A: Invention: Jumping
Level 1: Health
- A: Numina's Convalesence: +Regeneration/+Recovery
- 13: Miracle: +Recovery
Level 1: Stamina
- A: Efficacy Adaptor: EndMod
- 13: Efficacy Adaptor: EndMod/Recharge
- 15: Efficacy Adaptor: EndMod/Endurance
Level 1: Insight
Level 18: Jaunt
Level 49: Quick Form
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It seems like the set overall is stronger. Seeds got nerfed. But Spirit Tree is buffed into a useful pseudo tank and Spores now provides meaningful control. Plant still looks like an extremely versatile set.
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Force Field + any darkness set (Control, Blast, Necro) the -tohit plus the shields is nuts.
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The answer you're looking for is Marine Affinity, and possibly Nature Affinity. Marine Affinity offers several buffs that address pet squishiness, including an Absorb mechanic that functions like extra hit points for your pets. It also provides a Max HP buff through Power of the Depths.
One key advantage of Marine Affinity’s Barrier Reef over Nature Affinity’s Wild Bastion is that Barrier Reef refreshes its absorb effect continuously, making it effectively permanent right out of the box. Overall, Marine Affinity combines defense, resistance, and HP buffs to make pets quite sturdy. Nature Affinity can achieve similar results, but it typically requires much more expensive slotting to get there.
Another option to consider is pairing a Defense set like Time, Force Field or Cold , with pets who have strong inherent defense (Robots, Ninjas, and perhaps Beats). This can help the pets avoid damage altogether.
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59 minutes ago, Nostromo21 said:
Wow, you managed to pick up pretty much all the powers, especially thermal! I assume all of the healing/rez team powers work on your pets then, or did you take some of them more for team play? I mostly solo, so would be good to know which ones I can skip. Playing a demons/thermal MM right now, more for thematic reasons, eh.
No you can't rez pets.. but honestly they hardly die unless I'm doing something insanely hard. I always take full team support powers on my MM.. because I find myself regretting it the times I have not done so. Thermal is good enough to keep an entire team + your pets going. Forge is great on the Knights!!! btw . The thermal shields, Franken Slotting, plus Necro pets natural resistances is a powerful combo. I took Cardiac I for extra resistance. I'm not the best builder by far, but I just build what's fun for me. YMMV.
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Doesn't look bad really. This is my current Necro/Thermal that I've had for a while. You can take a look and see if you find any of it useful. I will say that with BG-mode and the high resistance numbers Necro can get from Thermal, it's a very tanky combo.
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[FOCUSED FEEDBACK] Mastermind Archetype Adjustments
in [Open Beta] Focused Feedback
Posted
A little more subjective feedback: I intentionally started play-testing my Masterminds that have less-than-ideal power set combinations and struggle on live. Tonight, I ran a small test with an unusual but strong combo (Necromancy/FF). I noticed a negative performance difference at +4, which I believe is due to the buffed +5 mobs appearing in +4 missions, as another player has also suggested. My necro/ff handled the +4 council fine, but was devastated by the +5 council. Also, the +4 council mobs seemed to take longer to defeat than they do on live. This is all subjective feedback.
My impressions are:
1. These changes will make those MM builds that struggle on live right now somewhat better due to the level shift and pet buffs.
2. High-performing builds will feel slightly weaker due to the changes and the increased difficulty of the mobs.