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tjknight

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Posts posted by tjknight

  1. You can't go wrong with /Time... times good with all the MM primaries.  Dark is also not bad with Mercs.. but then again Dark is also good with all the MM primaries. 

     

     

  2. Back in 2019, I created a Warshade using the old MF**NG Warshade guide. At that time, many people were playing, and leveling was quite easy. After reaching level 50 with the Warshade, I started playing other Archetypes, particularly my Fortunata and Corruptor. However, a few weeks ago, I logged into my Warshade and began playing it again.

     

    Despite not having the best IO slotting, I must say my Warshade feels incredibly powerful when teamed. He even performs well when exemped down to lower levels. One noticeably useful aspect is the expanded Teleport Pool and the ability to teleport directly to a target using a macro. I typically teleport to target, hit "Shadow Slip", then shift shape to apply a double-mire, and a final shift to Nova for a third damaging AOE. 

     

    When I come across posts claiming that Kheldians fall behind other Archetypes, I'm not entirely convinced. Perhaps when playing solo, there might be some shortcomings, but when in a team, my Warshade feels unstoppable. I'm curious to know what others think. Kheldians deal decent damage, are highly durable, and extremely mobile.

     

    Any thoughts or opinions on this? What am I missing that leads others to consider Kheldians sub-par?

     
     
     
    • Like 1
  3. My Warshade has been sitting on the sidelines for awhile. So I really had no idea how good some of the buffs and changes to Kheldians were. All I have to say is HOLY COW Shadow Slip!  It's fast activating and snatches all the enemies right to you... I had no idea it was as good as it is. Overall, Kheldians seem in a very good place right now. 

    • Like 2
  4. Sonic/Sonic is very much a great build and rare enough that you'd feel unique using it. 

     

    Fire/Time/Soul is my all time favorite corruptor and was pretty smooth sailing to level 50. 

  5. 15 hours ago, JupiterMoon said:

    This is you and your build, chief. Many have dropped AV's and GM's with less effort or more effort than other AT's. 

     

    just as with the other AT's, MM's have primaries and secondaries that are not that great, and combos that don't mesh. Beasts for example is the worst performing MM primary so if you are shooting for a THEME, then understand that just like any other AT you may have to make sacrifices to go for a THEME over POWER.

     

     

    This is fantastic. I always like seeing group travel powers expertly utilized on MM. Also, great use control of pets... good video with lots of tips on a combo you rarely see anyone post about. *hand clap*

  6. I like thermal, it provides damage resist shields which are hard to come by.  Any pets sets with enhanceable damage resistance are going to benefit from. Also, late games benefit from it too, since + defense is plentiful, but extra damage resistance is harder to come by. YMMV. 

     

    My Necro/Thermal ends up having some very sturdy pets, even more so after the pet updates last issue. 

    • Thumbs Up 1
  7. 3 hours ago, StrikerFox said:

    Time has always been a good secondary for Ninja. With the last patch, they're even better. Ninja's have higher defense now so less effort is needed to get them softcap.


    Genin have the lowest def of the 3 tiers, around 17% def to M/R/A with Train Ninja (Slotted) + 10% Edict/CtA IOs + 4% Maneuvers (Slotted) + 15% Farsight (Slotted) + 5% Power Boost. Genin will be at around +51%, Jounin at 56% and Oni at 61% to M/R/A.


    I did some testing with Ninja heals. They can trigger heal IO uniques when they're slotted in their second upgrade, Kuji-In Zen. Regenerative Tissue, Miracle, Numina's and Panacea. 


    @Hedgefund2 mentioned in an old post that Kismet +6% acc unique buffs pets when equipped in Train Ninja. That's an awesome discovery, a single IO improving 6 pet's hit chance.


    I'm not a fan of the new Smoke Flash. I feel like the only real advantage it has over the old version is the lower end cost. With IOs and set bonuses slotted, this is how the old/new SF would compare:


    SM         Old             New
    Target    1 pet           6 pets
    Rech      6s                25s
    End        17               8
    Dura       10s             1 att
    Effect      high crit     100% crit


    Before we could cycle it among pets. Cast it 4 times on the old version VS once on the new. It would equate to 40 seconds with a high crit chance VS 6 guaranteed crits. But with the latest patch, there's a good chance 1 or 2 of the pets would have crit without Smoke Flash.


    Tossed this build together, it's probably what my initial Nin/Time build would look like if I made one. Trial and error approach, make changes if certain aspects does not work out. Since pets are at softcap, opted to drop Call to Arms and Superior Command of the MM uniques. Tactics was also skipped since Farsight is a good replacement and Kismet slotted in upgrade. The MM will be softcap to S/L/E with PB+FS active. Hasten and Chrono Shift are perma when both are active. It's built with Musculature Radial Alpha in mind.

     

     

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    Wow thanks.. I appreciate you sharing this!

  8. I have an older ninja/time toon, I'd shelved in the mid-twenties. He was created as a Praetorian, and once I got him out of Praetoria last year, I stopped playing him. Curious about the changes to MM pets (specifically Ninjas), I logged into this MM yesterday to test things out. All I can say is wow, this is a subjective opinion of course. But again, wow. Without IO sets or anything fancy (other than a LOTG gambler IO in Train Ninja's), this mastermind is blowing through regular content. I can only imagine how much more powerful this combo will be when kitted out with IO sets. Builds that perform well out of the box and when exemped down to lower levels, are impressive to me.

     

    Anyone running a 50+ version of this, with IO sets? I'm curious what your experience has been since pets were revamped. 

    • Like 1
  9. Some Thematic Pairings... 

    Necro/Dark - A good all around combo, especially with the recent pet upgrades Necro got.

    Necro/Nature - Zombies pair well with nature's buffs/debuffs, fun build. 

    Necro/Thermal - Flaming Zombies, highly resistant to just about all damage types (if paired with the Unique + resist IO's) .

    Necro/Electric - Another good all around build, Zombies work well electric buffs, similar to nature.

    Necro/Time - Because all the MM primaries work very with /Time

     

    You honestly won't feel lacking or underpowered with a Necro/Dark though. Also, these suggestions are strictly my opinion YMMV. 

    • Like 1
  10. I'm enjoying the update. Sentinel's are hybrids, and really should be compared to VEATS, not blasters. The improvements really strengthen the AT overall, while not sacrificing unique feel of playing a hybrid DPS.  

  11. On 9/27/2022 at 12:54 PM, Bionic_Flea said:

    We completed a 2* all MM ITF last night! 

     

    It actually wasn't too bad at all until Rommy in the last mission.  Having a single tank to handle Rommy and ambush aggro would have made it a lot easier.  I think it ended up as 76 deaths and 1:49 or so.  Not great but not bad either as I expect this will get better with time.

     

    But the rest of the TF was pretty good and smooth.  I expected a lot more deaths in the crystals caves, but with 8 MMs running together, buffing & healing each other we overwhelmed the poor romans and nictus.

     

    I did have to re-summon a lot more than usual, but hey, it's hard mode and I expected to.

     I think I saw that in the global broadcast on Excelsior. Didn't join because my only 50 MM still isn't incarnated out yet (too many alts, not enough time). But it was cool to see people breaking out and trying things. I also saw a couple of "bring any AT you want"  2 stars being advertised. 

  12. So my first villain to level 50 on live was a necro/poison MM. I started this guy at COV launch. 

     

    This was before all the buffs so take my feedback with a little skepticism. Poison was a rough ride to 50. The only reason I made it to 50 is that I stubbornly refused to give up. On the other hand, that necro/poison could utterly destroy single hard targets. As I recall, noxious gas worked really well on my melee oriented zombie knights. It's probably not going to work as well on your more ranged oriented robots. 

     

    For RP purposes, have you considered /rad? A lot of the same tricks as poison but a lot more utility.

    • Like 1
  13. 7 hours ago, Voltak said:



    The driver also matters way more than the car. 
    Adams, the MM, is a top notch MM player. 
    His skill level is important. 
    However.  This is not the first time he runs his MMs in 4 stars. 
    If you need a dmg dealer , an MM is sure to wreck things quickly especially singe target, hard targets. 

    Incandescence works wonders. 
    It is the fastest recharging Destiny in the game. 
    The buffs to healing are tremendous. 
    It's ideal for MMs for control and positioning. 
    Two of those destinies in the team helps tremendously for speeding and for Pet management. 

     Thanks for response Voltak! 

    • Thumbs Up 1
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