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About Me

Found 9 results

  1. Hey guys, Thought I'd share this PvP video of a competitive 8v8 arena match on my thugs/kin MM! We played on Skyway and were running 2 emps, 1 mm, 3 blasters, 1 dom, 1 defender (nature). The general idea behind this lineup is we gather around every 2 minutes to buff the entire team with kinetics/nature buffs. My role is to mess up the enemies ability to target (when they tab they must tab through my pets) to disrupt the enemy offense and to provide extra damage on targets via pets and my shark attacks/KO blow. If anyone has any questions about what's going on in the vid let me know!
  2. TL;DR Mercs damage and survivability are both horrible. Recharge seriously needs to go down on CC powers for them to be worth anything to Mercs survivability, and damage needs to go up for Soldiers and Commando so stuff actually dies in a timely manner. For a more in-depth rework, keep reading. When City of Villains first came out, my penchant for soldier themed characters naturally lead me right to Mercs. Mercs/Traps, to be specific. Since that moment Mercs has been... fairly behind. Many consider it the worst of the lot for Mastermind primaries, though I won't at all refute that Ninjas needs help as well, possibly even Beasts though I'm not experienced with them at all. I would leave suggestions for fixing Ninjas and Beasts to those more knowledgeable, but I do know Mercs, and I have played Necromancy, Robotics, and especially Thugs to contrast Mercs and their overall strength against some of the best Masterminds have to offer. Before we really get going though, any talk about getting rid of brawl invariably steers into dealing with AI, so let's not worry about that. As nice as it would be, this is a topic for Masterminds as a whole rather than just this set. So, for this thread at least, let's get started on retraining the old Mercenaries, getting them back through boot camp if we gotta, and making them fighting fit, because they sure as heck ain't cutting it now. What's wrong? So, what have I gotta say. First I guess we should introduce what's wrong with them into the conversation, and that can be summed to low damage and survivability. Well, I believe it would be possible to help Mercenaries to at least a passable state with some numbers tweaks, however it would be preferable to involve more effort in giving Mercs some better defined strengths, for in their current state they have none. There's really a lot of things that can be done, and I do recommend several, if not all, of the measures I'm about to put on the table be at least considered. T1 Fixes. Comparing Thugs and Mercs in T1, Soldiers are behind Punks and this gap can be shortened by dealing with Soldiers' activation times. As far as damage per activation cycle, for the T1s three attacks, Punks are at 2.07, 1.6, and 0.88 while Mercs do 1.39, 1.34, and 0.81. So I figure the best way to do this is a Soldier of Arachnos treatment: change their attack progression to single shot, burst, and heavy burst. Activation times become 0.9, 1, and 2.67 respectively, and that would help much but alone it might not be enough because just doing this without touching total damage or recharge, their damage per activation time goes to 1.76, 1.58, and 0.96. The third attack is helped somewhat above Punks' empty clips, but its 5' arc is still pitiful, and the third attack remains well behind Punks' single pistol shot. I might go so far as to say that we should just make them all single target and, in addition to changing the powers to the activation times and animations of single shot, burst, and heavy burst, upping the damage of the first and third attack to a target damage per activation cycle of about 2 and 1.6 respectively. I would then put the full duty of area effect damage on the shoulders of the Commando. As for the Medic, I would have him follow the same attack string, and that would certainly mean losing Frag Grenade. I might even go so far to suggest that his Stimulant be given an area effect and regeneration component even if it must replace the status protection and/or his heal power be given a self heal component as well. I believe this would go a ways to making slotting healing in Soldiers be worth more, and helping with survivability. T2 Fixes Spec Ops powers imply they should help survivability in the same way the Lich does: debuffs and CC. I do not think damage should be their primary focus; these men should stun and cripple enemies so the Soldiers and Commando can focus on inflicting casualties with a minimum of return fire to survive through. You can do much for Spec Ops by simply making their attack chain like what was suggested for Soldiers, going single shot -> burst -> heavy burst all single target instead of burst -> heavy burst -> snipe, and shortening the recharge time on their CC grenades, especially tear gas and stun so they can more consistently weaken the enemy's offense, but if it's possible I would rather suggest an overhaul, and I'll do my best to explain each power I pick for them: Base: Brawl: You know the drill. Single Shot: Same as Soldiers. Use that amazing sound from the silenced snipe here. Cryo Grenade: Replaces Web Grenade for a 15ft or so area effect power that focuses purely on being a movement and recharge debuff by 50% for 30 seconds and at 30 seconds of recharge, slowing the enemy's pace of fire and weakening their offense and with almost permanent up time. Equip Mercenary: Burst: Same as Soldiers. Stun Grenade: Plain mag 2 stun, devoted entirely to being a hard CC that shuts minions up by itself, or bosses as well with the second Spec Ops, for a base duration of 6 seconds and a quick recharge of 30 seconds. Much, much better up time than Flashbang Grenade, and almost as good as Protector Bots' Photon Grenade. Tactical Upgrade: Heavy Burst OR Rifle Butt OR Shockwave Grenade: (Heavy Burst) Same as Soldiers. (Rifle Butt) I edited this in after work, okay, but just hear me out on this. We already have stun, slow, and either -damage or -to hit, possibly both, but Air Superiority has taught us that Knockdown is excellent soft CC as well. That's exactly what this new Rifle Butt will do: guaranteed knockdown on a very fast recharge, maybe 6-8 seconds, with trivial damage. Two Spec Ops will just juggle someone. It'd be hilarious. (Shockwave Grenade) Basically the Rifle Butt I suggested but in targeted area effect form. No damage at all, strictly knockdown, on a fairly quick recharge of, say, 16-20 seconds or around that ball park. Tear Gas Grenade: Loses CC to focus solely on being a strong debuff not subject to the binary on/off nature of CC, crippling either damage by -25% or ToHit by -12.5% for 30 seconds and at 45 seconds of recharge. This is to provide a weakening effect on the enemy's offense between hard CC, with greater up time, especially against enemies that might be outside the realm of being reliably stunned anyways such as arch-villains. Doing -To Hit would mean something to enhance, but also possibly additional slot pressure. T3 Fixes Commando, to me, could use better AoE damage. I imagine damage should be this one's singular focus. You can accomplish this by simply taking down LRM Rocket's absurd recharge and upping the damage of M30 Grenade; the end result should be much better damage per second on area effect. Activation times should also be reduced to match those endured by Assault Rifle players. However, if at any point a rework becomes worth considering, I have a personal attachment to the idea of replacing the Commando's weapon to a grenade launcher and giving him... this: Base: Brawl: Except it's a good attack now. Anti-Tank Grenade: This shaped charge bores through its target with a jet of molten copper for extreme single-target fire damage. Frag Grenade: Single hit of decent smash/lethal damage in an area around the target. Equip Mercenary: Pummel: Rifle butt style attack, straight smashing damage. Incendiary Grenade: Long-lasting and very high fire damage-over-time applied to enemies in an area around the target. Tactical Upgrade: "Bayonet" Smash: Straight smashing damage melee attack by ramming the grenade launcher into the target like a battering ram. Poison Gas Grenade: Assault Bot's incendiary missiles but with poison instead of fire, potentially devastating to mass groups of immobilized enemies. Well, that was a lot to read through and I thank you if you did. Really, though, I want people talking about this. I love Mercs as a concept but they really do need help. Bring up your own ideas, or perhaps even refine what I've brought up? Well, as long as it's getting discussed really. Truthfully, some tweaks to numbers would be sufficient alone in getting each merc tier to be a functional piece of a successful whole next to the other sets like Robotics and Thugs.
  3. I'm certain this question has been asked before, but I've googled it, I've searched the forums, I've read the related posts and I've asked in-game for help, and so far I'm getting nowhere with this. I would really love to use keybinds with my Mastermind characters, but I am completely and utterly unable to get them to work. I swear I am not a stupid person, but this is making me feel stupid, and at this point I'm about ready to give up on MMs entirely. I knew I would find this too complicated and I was looking for a hand-holding, "talk me through this like I'm a complete moron" kind of guide, and apparently I can't find one. Following the directions on Sandolphan's guide on Guidescroll, which a player kindly directed me to, I have tried using the Bind Chains (Version 1) binding method. I copy the script to notepad, then I copy it exactly as-is in-game (for example, the All line reads /bind numpad0 “bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto” so I copy that). However, when I try to execute the command by hitting 0 on my number pad in game, I get the error message Unknown Command "bind I cannot figure out where in that command line the command breaks down. Is it not supposed to be all one line? If not, where am I supposed to break it up? I can see that the problem is with " "bind " but I don't understand what it's supposed to say or do instead. Then I tried using the bindloadfile method (Version 2), only instead this time I get a completely different error message, depending on where I type the command. I tried typing it in Team chat, since I wasn't on a team and therefore no one would need to read my idiocy, but got the "You are not on a team!" message. Then I tried typing it in Local, and if I put the / in front of the command it said something about not knowing what NUMPAD 0 was, or if I left the / out it would just have my character say the command directly over her head, so I looked like an idiot in local chat. I can't even explain the problem in chat because the coding ends up cutting off the question. I've asked for help in game, and have basically been told "If you just follow the guide it'll work." I am following the guide. I don't understand what I'm doing wrong, because I'm doing exactly what the guide(s) say to do. At this point I feel like my requests for help are being ignored in chat, and I'm so frustrated I could cry. I genuinely don't know what to do at this point, other than to just not play MM (or not try to play one using keybinds). As a note, I have successfully done other forms of commands and keybinds, so I'm not 100% inept at this. I just can't get THIS to work. Thank you!
  4. Decided to make a pvp tier list for masterminds. I'm one of the few people left that plays masterminds at a competitive level and have been fielding masterminds on test ladder teams since i10. This list applies to zones/arena (casual/PuG). Primaries: Explanation: Because there is no real lockdown in the game right now (outside of -jump which is nullified by super speed) a primary with pets that have solid ranged damage is mandatory. S Tier: Demon Summoning, Thugs A Tier: Robotics B Tier: Necromancy F Tier: Ninjas The Dumpster: Mercenaries, Beast Mastery Explanation: (Viable)Demon Summoning - Demons are just crazy, they don't have the strongest ranged attack chain but they are still very capable of dishing out decent ranged damage because the pets use tier 2 blasts (fire blast/ice blast) and the demon prince uses holds(which can also be procced out). Demons can do upwards of -60-80% resistance just on their own (this value gets DR'd so it never turns out to be that high) especially if the enemy roots next to them long enough for them to begin meleeing(they can wreck almost anything in melee). Hell on Earth->burnout->Hell on Earth also allows you to not only greatly buff the damage of two pets, but also spawns a billion little imps that help disrupt enemy targeting and deal additional damage. The demon prince can be efficiently slotted with damage procs as well. Overall this set has great versatility between the -res from hellfire and the extremely strong melee capabilities, decent ranged capabilities and hell on earth. (Viable)Thugs - Thugs has always be insanely good since release. Everything about this set is good. The tier 1 pets are strong and get an arsonist that deals good damage with his fire bomb ability and can scourge. Thugs also get the best pets in the game, enforcers, who can be heavily procced out for huge damage and have access to assault/tactics which buffs all of your pet damage as well as your own. The thugs tier 3 pet, bruiser is also an extremely strong melee pet (think of him as a ss/invul brute, he builds fury!) and has access to KO blow, which can easily do around 250-300 damage(this is the highest damage attack any pet can do). Thugs also get the best summon/buff power out of all MM sets, gang war, which can be casted twice with burnout allowing you to run around with 26 pets in total. Overall this set has the strongest dps out of any MM set and is the go to set if you are looking for raw damage output. (Viable)Robotics - Simply put robots have the best ranged damage burst output of any MM pet set. Most of their attacks can be procced with explosive strike. The tier 3 robot has the strongest ranged attacks of any MM pet and can deal significant damage to anyone silly enough to stand in front of you. Even though this set has slightly stronger ranged damage than thugs, I would not say it out DPS's thugs and is why I put this in A tier rather than S. Choose this set if you want solid, reliable and consistent ranged damage. (Viable)Necromancy - Necromancy was actually A or S tier in pre i13 days. Back when you could actually lockdown targets allowing the pets to get their melee in. These days necro is still decent because their ranged attacks can be procced but they are a mere shadow of what they used to be and what this set is actually capable of. The tier 1 pets, zombies, are cannon fodder and don't do much, they have decent ranged attacks with vomit (toxic damage, very unresisted) and life drain (can be procced and does decent damage). The tier 3 pet lich does various mezzes like fear and holds which don't mean much in pvp but can be procced out to increase its hold damage and any other dark attack it has. The tier 2 pets, grave knights, is what really used to make this set shine. Think of it as having 2 broadsword scrappers. These pets are the second strongest melee DPS pets next to jounin. These pets can bang, with access to headsplitter and disembowel, even with the melee pet modifiers they can still chunk HP bars with attacks that can do anywhere for 200-250. I'd say if lockdown were ever reintroduced back into the game this set would jump up the tier list dramatically. Also give graveknights the ability to crit in pvp. It's not like MMs are overpowered to begin with.. (Not Viable)Ninjas - I wish ninjas were good, I'd roll one immediately. Their problem is their trash ranged damage (understandable, ninjas are not known for ranged damage are they?) which normally wouldn't be a problem because they more than make up for it in their melee damage. With some of the best melee damage numbers for pets in the game, ninjas can slam if given the opportunity. Unfortunately they will never ever be given that opportunity against living breathing opponents(no lockdown means no one is gonna get meleed by your pets :) ). Which is sad because jounin have higher base melee attacks than even grave knights (and they actually crit in pvp!). This set really really relies on having actual lockdown or slows(are you seeing a pattern yet? lol). (Not Viable)Mercenaries - Bad base numbers, serum is trash, most of the pets have 3 second animations that do lower damage than say thugs/robotic ranged attacks that might be 1 second casts. Spec ops look cool but just end up throwing stun grenades (just puts people in mez suppression in pvp which is bad). Commando's damage is not great and is the only pet with an attack (LRM rocket) that has like a 4 minute cooldown, which doesn't really make sense given its damage is pretty awful. This set belongs in the dumpster for the time being until it gets reworked. My suggestion is to rework spec ops to be a sniping/critting pet, and make serum a 2 min cooldown buff that can buff pets for 100% damage or something like that. (Not Viable)Beast Mastery - Has the best melee dps (not burst, that goes to ninjas) out of all MM pets. This set would be viable if lockdown actually existed. The pets do actually dish out massive amounts of damage, they'll just never have that opportunity unfortunately. I really tried to make a beast/kin work in zones but it's more trouble than it's worth. Secondaries: Explanation: Because movement speed and slows follow a DR (diminishing returns) curve, slows do not work under 99% of circumstances (unless an enemy happens to be powerboost+weakened or benumbed). Masterminds were designed to rely on lockdown to apply pressure and secure kills, with this gone many sets that rely on slows to set up kills are extremely weak. Sets that apply buffs or have AOE healing are often times the best secondaries. S Tier: Poison, Nature Affinity A Tier: Empathy, Thermal, Pain Domination B Tier: Trick Arrow, Cold Domination C Tier: Kinetics D Tier: Radiation Emission F Tier: Time Manipulation The Dumpster: Traps, Force Field, Dark Miasma, Storm Summoning, Explanation: (Viable)Poison - Best debuff set in the game, has been MMs best set since upon release. Weaken is -special which has huge utility including debuffing a healer's ability to heal, debuffing an enemies ability to debuff (lol), think of it as a reverse powerboost. Also you can powerboost weaken and strengthen its anti-powerboost effects even more so. Powerboost+weaken+neurotoxic breath actually slows people! One of the few ways MMs have to actually lock an enemy down. Envenom is also strong with a very short cooldown and -def (-achilles proc). Noxious gas is insanely powerful against melee opponents as well and debuffs almost every stat imaginable. If the enemy is not in mez suppression it forces a puke animation as well which can spell death for squishies. The only weakness of this set is no self heal(if you are attacked while in BG mode you need to heal your pets with the single target heal, not optimal). (Viable)Nature Affinity - Strongest buff set in the game. Big AOE damage buff for you and all your pets and big AOE absorb shield for you and your pets AND a single target -res debuff. Need I say more? (Viable)Empathy - Having a PBAOE heal on MM is actually OP in combination with BG mode. You really should never die with this set unless you are chasing friends out of BG mode to heal them which is kind of the big weakness of running emp on a MM, you will be out of BG mode much of the time. I don't really recommend this set if you are planning on just buffing your pets, just go nature if you wanna do that. (Viable)Thermal - AOE heal+BG mode= you tanking 8 man teams by yourself (not really but you should never die). Heat exhaust is nice but because there is no lockdown you may never be able to capitalize off of it. Melt armor is okay, but the recharge is absolute ass, also, suffers from the same problem as heat exhaust, you have no slows, you cannot capitalize off this debuff. Res shields are useless because of DR curves unless you are buffing melees. Forge is okay but MMs have the weakest buffs/debuffs in the game so the values are gonna be bad. (Viable)Pain Domination - Decent healing set if you are man/woman enough to run around out of BG mode all the time and risking getting facerolled by a blaster. Has a PBAOE dmg buff which is nice, but if you are running this for damage buffs for pets just go nature. (Viable)Trick Arrow - This set boils down to two powers, entangling arrow (for the -jump) and acid arrow (can be annihilation/achilles -res procced for around -60% res). This set was designed to lockdown enemies, but because of movement speed DR curves cannot do so. Glue arrow will not do shit, no, not even with powerboost. So this is more of a set to set up kills for your more mobile teammates. All the other powers literally don't matter because no one is gonna be ever going to be slowed by you. (Viable)Cold Domination - Normally, because of the movement DR curves i'd tell you this set is garbage. But because it has access to benumb (-special debuff, think of a reverse powerboost) you may actually be able to slow something with this set(just maybe). The weakness of this set is your lockdown/ability to apply an effective offense is tied to two 40 second cooldown (more on a non min/max build) powers (powerboost+benumb) to be able to actually slow an opponent down enough to attack them. If you aren't able to powerboost->infrigidate->webnade->benumb->sleet->heat loss a target chances are you will not slow them down enough to get them a kill. Not only that if the opponent has teleport this setup also does nothing. That said this is a great team arena set though. (Viable)Kinetics - You can speedboost pets, removing one of the weaknesses MMs have (they are slow because of pet speed and the need to stay in BG mode). Intertial reduction is really nice too, caps your horizontal jump speed. Powerboost+transference+transfusion can mess up people's end bar too. All the other powers don't really matter because (no lockdown). (Not Viable)Radiation Emission - AOE heal is nice. AM is nice. EF/RI require you to be in range for them to be toggled which wouldn't be a problem but nothing can be slowed in the game really so. Only reason I didn't put this set into the dumpster is because it has an AOE heal. Also I have no idea why but they stealth nerfed the -res values of EF (this was done on private server, not on live). Not really a great decision given what poison can do without a need for you to be in constant range of the enemy. All they need to do to fix this set is to reintroduce slows and increase EF -res back to its original values. (Not Viable)Time Manipulation - The only saving grace of this set is you can hold people just a tiny bit longer than other holds with time crawl+time stop. Other than that unfortunately this set is garbage. All of the things this set was designed to do DR too hard in pvp to matter much. Also pets aren't effected by recharge buffs so the utility of this set is extremely limited. (Not Viable)Storm Summoning - Can't slow anything so you can't get sleet off. Thunder clouds don't detoggle anymore. Mastermind hurricane does not -range. Absolute trash. (Not Viable)Traps - Traps is actually a hilarious zone set. You used to be able to set up mines, acid mortar and poison traps and tp foes into them and insta kill them. But, because no fun allowed, tp foe was nerfed and now applies a .75 second unaffected status to enemies that you TP foe, just long enough for them to casually walk out of all your traps(while setting all of them off too, of course). I really don't understand these changes. So yeah this set is absolute trash. (Not Viable)Force Field - Defense DRs hard for MMs, meaning even if you are at 300% defense, in pvp DR will put you at 20-25% defense. Forcebolt is also very weak for MMs because their buff/debuff numbers are low. So yeah this set has almost no utility. You can give your pets defense shields I guess but no one is going to ever shoot your pets. They're going to shoot you. (Not Viable)Dark Miasma - No lockdown, can't fear into tar patch. Also because damage is so extreme you will get 0 utility out of the -acc, people will just roll their faces on their keyboards and explode you before that will matter. They really need to revert the mez system to make these sets actually playable again. APP/PPP: Explanation: Mastermind APP/PPPs give MMs access to extreme damage attacks, shields, holds and strong ranged damage. S Tier: Leviathan Mastery, Mace Mastery A Tier: Chill Mastery B Tier: Mu Mastery C Tier: Charge Mastery The Dumpster: Heat Mastery, Soul Mastery, Field Mastery Explanation: (Viable)Leviathan Mastery - How do sharks know how to KO blow? I dont know but it owns. This is the best MM PPP for pvp. Res shield means +hp IO from unbreakable guard (mandatory for MMs because their HP is so low). KO blow can be 2 acc/dam 4 damage procced and does hefty damage, in fact, this is the hardest hitting move MMs have access to period. Spirit shark jaws is the hardest hitting ranged damage attack MMs have access to as well! This set works very well in the current meta. (Viable)Mace Mastery - Mace mastery gives you access to powerboost (MMs have needed this for so long..) and webnades (gives you limited lockdown, not to reliable though). This is good to pair with sets that can slow like cold or poison. The only weakness of this set is you get a defense shield which is useless in pvp. (Viable)Chill Mastery - Chill mastery is actually quite viable for MMs. Ice blast can be procced and does decent damage, hoarfrost caps MMs HP (they get more utility out of this power than any other AT because even with a min/max build you are only going to get around 1200-1300 HP on MM), and hibernate isn't too bad on MMs either (you are protected from getting AS'd when you come out if you are in BG mode). Frozen armor is defense based so that makes it kind of worthless, but it can still be slotted with unbreakable guard +hp. (Viable)Mu Mastery - The last of the viable APP/PPPs. You get a res shield and thunderstrike. Pretty nice. You may as well go leviathan though if you are looking for a res shield and a heavy hitting attack though. (Not Viable)Charge Mastery - Very similar to Mu Mastery but instead of a res shield you get surge of power, a tier 9 resistance power. Not all that great in pvp because DR curve means that resistance is soft capping well below what you expect it to. (Not Viable)Heat Mastery - You get char/fire blast to round out your ranged attack chain (if you have a ranged attack chain on a pvp MM you're doing it wrong). No res shield though makes this set trash. (Not Viable)Soul Mastery - Bunch of AOE stuff, probably not bad in PVE but useless in PVP. Soul Storm is actually decent though, but still i'd just go leviathan if I wanted a strong damaging hold. (Not Viable)Field Mastery - Powerblast is decent, temp invuln is nice. Everything else is AOE and for PVE. Balancing MMs for PvP Notes: MMs do need a lot of help. If there is not going to be a reversion of the mez system to the old pre-i13 mez system(if that happens that solves almost all problems MMs experience) then I have some suggestions to make to help make MMs more viable. Buff Mercenaries - Very bad set, obviously it was designed very early on and was never really altered. I think spec ops just need to be completely reworked to be a single target damage DPS pet with emphasis on snipes and melee knife crits or something. Serum needs to be buffed to be a damage buff or something, the +res is so useless on a pet I feel. Also it's a 10 min cooldown for god knows what reason lol. Give Grave Knights crits - It's not like MMs are OP in pvp by any means. Grave knights are quite literally the only real damage you get out of necromancy. Increase Pet movement speed, melee pets by 40%, ranged by 25%, perhaps even more so because pets are REALLY slow and in todays super speed/super jump environment this is really a hinderance ESPECIALLY in zone pvp where because you have no lockdown you are just endlessly kited while you fight off zone NPCs, stalker AS and blasters with fly sniping you. Yeah it;s a pretty awful and miserable experience right now if you are trying to do anything but sit around and camp in a MM in zones (even that doesn't work). If some of the best MM players (Volund, Public Enemy etc) in the game struggle hard to pvp in zones that really says something about where the AT is. Allow pets to be slotted with range or increase pet base range - Like I was saying playing MMs in zones is one of the most miserable things you can do in this game, if you just had higher range for pets or allowed them to be slotted with range this would make a huge difference. You could also just add +range components to pet IO sets. Thing is MMs are trying to compete with ranged damage that is procced out (MMs ability to damage proc is limited) so adding additional range to pets I feel is not asking for too much. Increase pet damage - If there is no lockdown and pets are easily kitable, I feel they need their damage increased. Pets don't have very much access to proc damage which is the MAIN source of damage in pvp right now (I think it's something like 60/40 damage between procs/base damage). I think a 25-30% increase in pet damage would make up for their lack of proc damage and a MMs lack of reliable lockdown (which used to be how MMs managed to kill things) Increase supremacy/Bodyguard mode range - This will help a bit with survivability. I don't think it needs to be increased much, I think right now the range is 25 ft., if the range were increased to 37.5ft I think that would be reasonable without going overboard. Increase Base HP from 803 to 903 - This is such a small buff but the problem is you get caught out of BG mode you don't even get a chance to pop phase or greens, you just insta die, I don't want MMs to become unkillable tanks but some HP to buy just a fraction of a second to make a decision would be so huge. If we went back to the old mez system I would never ask for a buff like this, but there are too many times where you get auto held out of BG mode and 0-100'd killed because your HP is only 1200(this is with accolades and a min/max build). Blasters can easily do 1500-2500 in a single attack chain, a little bit of HP would go a long way for MMs especially when blasters had their HP buffed for god knows what reason (not to mention the defense/absorb shields they now get). I still think the easiest way to buff MMs though would not even be to buff them directly(they would still need some buffs), but just remove DR curve on movement speed, which would allow slows to actually work in pvp. It would also help mitigate the endless ranged DPS facerolling because people would actually have to THINK before they commit to a fight. "Am I going to get slowed by this guy if I just run up to him?".
  5. Does anyone have the robot meshes and textures (normal, emission, etc.)? I'd like to make some variants and see how they look.
  6. Lobster's (Rambling) Guide to Mastermind Epic Pools (I'll be editing this to fix formatting and update as time permits, apologies for any errors in the initial post!) Background info: This is in part a guide to the mastermind epic pools, it's also prep for another post I'll make with suggestions for improvement, hopefully providing good examples as to why they are semi-terrible and, in my opinion, the worst collection of epic+patron powers (compared to the other ATs). Incarnate 50s on live: Bots/dark, Nec/dark, Nec/pain, Demon/pois, Merc/storm, Nin/Time, Beast/traps Non 50s on live : 30 level 30+ of varying combos. Current MMs: 50 Thug/cold, 50 beast/time, 38 nec/nature: 20s-mid 30s: Merc/rad, Demons/dark, merc/storm, demon/kin. What do *I* think an epic/patron (hereafter I'll just say "epic" for both) pool should provide? At least one of the following: It should give the AT access to something they can't typically do that affects how they can play and what they can do: for example blasters getting armors, controls and debuffs, scrappers getting ranged attacks, debuffs and controls, etc. It should provide a compelling and distinct reason to pick a given set over another. There is a marked difference between choosing Body Mastery (conserve power, focused accuracy, physical perfection) or Leviathan Mastery (snipe, ranged attacks, hold, pets) on a scrapper, or Ice Mastery vs. Leviathan master on a dominator, for example. What should it NOT do? Give the AT worse versions of what they already have (most attacks in the MM pools). Give the AT access to something they can't typically do in a sub-par fashion that doesn't let them do anything they couldn't do before : the attacks in the MM epics also fall in this category for me. Give them things that archetype doesn't want or need (more taunts for tanks, armor "nukes" for masterminds) Be basically the same as another epic pool but with a damage/element type shift. Mechanical background : MM attacks, ROUGH stats: T1 blast : ~30/3-4s/5.5-6.5 end T2 blast: ~50/6-8s/9.5-10.5 end Cone: ~45/14s/17 end Aoe: ~27/16s/19 end Energy Defender ROUGH stats for comparison. Note that other other than the sort of weird higher cone damage (For more end and more recharge), defenders do more damage across the board, and are a low damage AT. T1 blast: 36/4s/5end T2 blast: 60/8s/8.5end cone: 35/12s/12end aoe: 33/16s/15end The pools So, what does each having going for them? Charge Cone: 28/12s/15 1T HOLD 66% duration godmode (31% uptime with 155% global recharge) Melee (with minor pbaoe): 60/36s/12.7 Aoe hold (EMP: comes with penalties, huge recharge) Chill Range: 31/8s/10.6 Aoe sleep Long timer dull pain [25s downtime with 175% rech) ARMOR: S/L defense, C/F res Hibernate Field Range: 31/8s/10.6 ARMOR: S/L res Cone: 29/24s/14.8 Aoe: 27.5/16s/19 66% duration godmode (31% uptime with 155% global recharge) Heat Bonfire Range: 40/8s/6.5 Aoe: 38/32s/19 1t HOLD Self Res Leviathan Cone immob Cone: 36/32s/19 Melee: 109/40s/23 (for comparison, tanker KO Blow s 158/25s/18.5, and they can pair it with Rage) ARMOR: S/L/C res 1T Hold Mace Aoe immob ARMOR: S/L/E defense, tox res Aoe: 30/32s/19 POWER BOOST 1T hold Mu Cone: 30/32s/19 ARMOR: S/L/E res Aoe immob with -KB Melee: 60/36s/12.7 1T HOLD Soul Cone: 33/20s/16.4 ARMOR: S/L/N/T res Oppressive Gloom Cone immob 1T HOLD You'll note that I bolded some powers. These powers are the powers *I* label as the defining powers in a set - the powers (or power in some cases) that make that set unique and worth taking. These are the powers that either bring something new or unique to the table or are just plain good or fun. Digression: I DO NOT CONSIDER "DAMAGE VIA ATTACKS" as a thing for masterminds. I know some people like to use the attacks, or play crazy petless MMS, but I would argue that those people are playing against type (which is fine, but don't expect special consideration for it, it would be like a tank trying to play without their armors and focusing on soft controls or something). Therefore, if an epic pool is going to have attacks in it, it should provide them in a way that do significant damage, letting us do something we wouldn't normally do. A good comparison is the single target holds in the scrapper epics : they are pretty usable if you want to take them and, while worse than controller/dominator holds, when slotted they are very good at what they do. I would argue that all the attacks in the mastermind epics are garbage in the sense that while they do provide that attack, they don't provide it at a significant level to be relevant. I would be totally fine with an epic pool that had 2-3 attacks, mean for MMs who really want to attack, that were significantly stronger than the base mastermind attacks (in the same way that pool attacks - I've heard - are better than you would think because they don't suffer the mastermind damage penalties). The powers Armors: The resist armors are "fine" - and if you are taking a set with the armors and have room there's no reason not to take them, but they're not letting you do things you couldn't before. You were already tanky if you make the best use of bodyguard. They just make you a bit better at that. The defense armors (of which there are only TWO for 8 sets, we'll come back to that) however, are great, because they can let you hit the defcap for smashing and lethal, which is a new thing and can have a noticeable effect on play. Aoe immobilizes : There are a lot of them, so I don't consider most of them as set defining (except for Mu's, which has -KB which can be amazing to counter your pets knockback and keep enemies in bot burn patches for example), but they do give most sets access to a new, useful tool and are worth taking. Single target holds: These are sort of a middle ground in the sense that they do let some sets do things they couldn't, and make others much better at locking down bosses. However, they are present in many sets (like resist armors) so I don't rate them as set defining. However, I definitely recommend taking those whenever you have one available. The godmodes I have rated as unique and set defining but I personally view them as a waste except as set mules, but I understand others might disagree so I highlighted them in case that's your thing. Probably more relevant to tankermind builds who don't mind having the right inspirations available to offset the annoying crashes. AOE controls: the sleep from chill and EMP from charge : limited though these are, they are still aoe controls - something most secondaries lack - so they can be useful. That being said, I have never felt a need to take EMP (or the energy pool in general…), but I have use the sleep on occasion to aid with split pulling or to keep a second spawn from aggroing. Not much use in mid to late game teaming, basically a soloing aide. Hibernate & Rise of the Phoenix are unique and if you like them, worth taking the pool for. Power boost is amazing for many secondaries (goes great with /time's Farsight!). Strange that it is missing from the Energy pool, as it was a signature power in the blaster energy secondary to start…. It's also frustrating that it's only in a set that was already very good. KO Blow : I have never taken it because 23 end for an attack that does less damage than a Scrapper T1 (to give you an idea of how much of an enemy's life% you will hit for) is silly to me, no matter how cool the animation is. E very set has a terrible damage cone power, and some also have terrible damage blasts or single target attacks (yes, TF looks huge compared to our other attacks, but it's less than a scrapper T1). Tl;ndr: Why pick one pool over another? Charge - Pick it if you want EMP. For me, I can't think of a non-thematic reason why I would pick this pool - I don't think EMP is good enough to be worth the drawbacks and recharge. Also, as I said above, I don't think the attacks or godmodes - as they are - are good mechanical options for masterminds. Chill - pick it if you want to cap S/L defense and don't want mace. Dull pain and hibernate are also solid and more like the kind of long recharge defensive power I would want on an MM (compared to the godmodes), so overall it's a solid defensive set. Field - Don't pick this set? The only thing it has going for it is a godmode… It looks like it wants to be the ranged attack set, but the #s on these attacks are so bad I can't recommend them. This set should have had at least power boost or boost range going for it. Heat - Pick this for Bonfire. The attacks are crap, luckily you can skip them and grab Char (and Rise of the Phoenix if you really want a self rez). Bonfire was good before, now with the kb->kd proc it's an amazing control for MMs, with some damage (probably more if you run a bunch of procs). Leviathan - Take it for theme? I dunno, unless you want to throw sharks or spit vomit, I don't see anything special about this set. KO blow would be cool, except for the whole "less that T1 scrapper damage". Shame we didn't get the Arctic Breath option from brutes, that at least has -def and -res debuffs. One thing you can do with this set is use KB blow for the hold and get two holds from the set…I mean, that's something? Mace - pick this for Power Boost AND capping S/L defense. It also has a solid aoe immob and a hold - oh and a random skippable cone (same damage as your existing aoe but double the recharge!). If there's a "best" set for raw power, this is it. Mu - Pick this for Electrifying Fences (what??). Seriously. It's the only aoe immob we have access to that has -kb on it. Meaning that it will hold enemies in your Bots burn patch instead of letting them get knocked out of it by all the other blasts. It's also good to a lesser degree with mercs and thugs/ for the same reason. If you don't want to spend precious slots slotting KB->KD procs, and you're bots/, and none of the other epics scream out at you, grab the armor (b/c you have to and it's not bad), the aoe immob and the single target hold. Attacks are garbage. Soul Mastery - Pick this for Oppressive Gloom. If you're going to be in melee all the time (/time, /nature, etc.) having a permanent pbaoe stun aura is great! It only takes out minions, but that's still a decent amount of damage negated and can mag stack with other stuns (/storm's Thunderclap is the main one that comes to mind, but some pets have stunning attacks as well). Thoughts and hopes for the future I'm not happy with where the MM pools are right now, compared to other AT's pool options, but it is what it is - and there are some solid options in there! The recent dominator and snipe changes on the beta have given me hope for interesting balance changes going forward. I'm not sure how sweeping they'll be, but who knows! So I thought it was worth putting out my thoughts on these pools, after having spent ….way too many hours on too many masterminds on live and now. With this in mind, I'm working on a suggestion post for later tonight or tomorrow. EDIT: I finally got around to putting together and formatting my overhaul suggestions, which are here.
  7. I know, I know, it is so easy to come up with cool MM sets, but after doing Dean's (i think its from Dean, in sharkhead) mission, with the clones..I couldn't help think how awesome this set would be. It would be like the cloning guys in comics etc, and totally fit the MM AT, being personally weak, but having the clones to swamp enemies. There is another thread talknig about letting MMs pick which personal attacks they take, which is a neat idea. but going with the Cloning idea, i thought the attacks would be single pistol based, sorta like a ray/magic gun, with selectable extra damage types. Obviously this has the Demon icons but you get teh idea. I thought that just by taking a Personal Attack, you get a 'swap ammo' kinda power, called Desired Attributes, that lets you select Fire/Cold/Negative damage types, which alter the special damage on your own attacks. Also, when the clones spawn, that damage type is applied to their own attacks, which a high chance of using teh selected type, but some change of getting another, as cloning is not a precise science! CLone War would be like a Gang War type power, a ton of minions, but each one that dies provides a small buff to all 'normal' clones, and the MM as well. The clones themselves would 'borrow' from your own Secondary set. No idea how..it just does. For example..a Thermal MM..the clones would have fire based attacks, resist, and heals/buffs debuffs. Same for cold/sonic etc. Traps would be lethal. The costumes of teh clones would be based on your own too, with zombie/repltile/beat parts added to Unstable ones, minor changes for Stable, and the Perfect CLone having an aura, perhaps inverted colors. Snap Shot 1 Ranged, Minor DMG(Nrg, Foe Knockdown. Foe DoT(Special), -Res Summon Unstable Clones 1 Summon 1-3 Unstable CLones(depending on your lvl) Aimed Shot 2 Close, High DMG(Nrg), Foe Stun -def, Minor DoT(Special) Improvement 6 Ranged, Enchant Clones Rapid Fire 8 Short Ranged (Cone), High DMG(Nrg), , Knockdown, DoT(Special) Summon Stable Clones 12 Summon 1-2 Stable Clones(depending on your lvl The Clone War 18 Ranged, Summon Clone Horde Summon Perfect Clone 26 Summon Perfect Clone Breakthrough 32 Ranged, Empower CLones
  8. I will star with saying I am a HUGE fan of frankenslotting on an MM especially the main pets. Im most cases i'd rather get the most out of the pet or power then get better set passives from the set bonuses. I also don't feel too inclined to softcap my defense. I play mostly in groups and am not often in the line of fire. For incarnate things in my experience I still need a resistance for staying power often other Def and resist buffs are present anyway. I am mostly looking for any obvious mistakes that could be made a lot better. Affordable improved alternatives to sets in non pet slots for instance. I do mostly group content but like to be versatile and appreciate utility that makes my general gameplay easier (like Long Distance Teleport). I'm a big fan of hover. I take it on every character and always find myself appreciative of it. Things I'm already seeing. - I dont think, even with all those toggles that I need to six slot stamina. The set doesn't even look hat amazing, and I'm a cold dom. Similar for taking victory rush, probably a wasted slot. If I could I'd be interested in hasten, or Aid other. The latter less for clutch heals on party members and more for patching up my own demons between groups and fight phases. Having to resummon takes a lot of time and endurance. Soul storm would be nice since it would let me stack holds with my pet and my choice of Alpha Incarnate increases holds but it would require me to take not just it but another power to quality for it. Teleport Team is my answer to if my minions are clogging up a tunnel. Im no where near max level yet but the few times I used it it confused the team even if it fixed out bottleneck issue. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Level 50 Magic Mastermind Primary Power Set: Demon Summoning Secondary Power Set: Cold Domination Power Pool: Flight Power Pool: Teleportation Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: ------------ Level 1: Summon Demonlings (A) Soulbound Allegiance - Damage (3) Soulbound Allegiance - Damage/Recharge (3) Soulbound Allegiance - Accuracy/Damage/Recharge (5) Soulbound Allegiance - Accuracy/Recharge (5) Soulbound Allegiance - Damage/Endurance (7) Soulbound Allegiance - Chance for Build Up Level 1: Infrigidate (A) Shield Breaker - Defense Debuff (7) Shield Breaker - Accuracy/Defense Debuff (31) Shield Breaker - Accuracy/Recharge (48) Shield Breaker - Defense Debuff/Endurance/Recharge (48) Shield Breaker - Accuracy/Endurance/Recharge (50) Shield Breaker - Chance for Lethal Damage Level 2: Ice Shield (A) Gift of the Ancients - Defense/Endurance (9) Gift of the Ancients - Defense/Recharge (9) Gift of the Ancients - Endurance/Recharge (11) Gift of the Ancients - Defense/Endurance/Recharge (11) Gift of the Ancients - Defense (19) Gift of the Ancients - Run Speed +7.5% Level 4: Snow Storm (A) Tempered Readiness - Endurance/Recharge/Slow (45) Tempered Readiness - Range/Slow Level 6: Enchant Demon (A) Endurance Reduction IO Level 8: Hover (A) Freebird - Endurance (21) Freebird - FlySpeed (21) Freebird - +Stealth Level 10: Glacial Shield (A) Gift of the Ancients - Defense (46) Gift of the Ancients - Defense/Recharge Level 12: Summon Demons (A) Edict of the Master - Defense Bonus (13) HamiO:Nucleolus Exposure (13) Commanding Presence - Taunt/Placate Resist (15) Edict of the Master - Accuracy/Damage (15) Reactive Armor - Resistance/Endurance (17) HamiO:Nucleolus Exposure Level 14: Teleport (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance (17) Blessing of the Zephyr - Knockback Reduction (4 points) (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range Level 16: Recall Friend (A) Recharge Reduction IO Level 18: Long Range Teleport (A) Recharge Reduction IO Level 20: Arctic Fog (A) Serendipity - Defense/Endurance (33) Serendipity - Defense/Recharge (33) Serendipity - Endurance/Recharge (33) Serendipity - Defense/Endurance/Recharge (34) Serendipity - Defense (34) Serendipity - Endurance Level 22: Hell on Earth (A) Call to Arms - Defense Bonus Aura for Pets (23) Expedient Reinforcement - Resist Bonus Aura for Pets (23) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura (25) Superior Command of the Mastermind - Accuracy/Damage (25) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (27) Superior Command of the Mastermind - Accuracy/Damage/Recharge Level 24: Team Teleport (A) Range IO Level 26: Summon Demon Prince (A) Impeded Swiftness - Chance of Damage(Smashing) (27) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen (29) Superior Mark of Supremacy - Accuracy/Damage (29) Superior Mark of Supremacy - Accuracy/Damage/Endurance (31) HamiO:Peroxisome Exposure (31) Sovereign Right - Resistance Bonus Level 28: Benumb (A) Accuracy IO (46) HamiO:Enzyme Exposure (50) Accuracy IO Level 30: Maneuvers (A) Reactive Defenses - Defense/Endurance (46) Reactive Defenses - Scaling Resist Damage Level 32: Abyssal Empowerment (A) Endurance Reduction IO Level 35: Sleet (A) Undermined Defenses - Defense Debuff (36) Undermined Defenses - Defense Debuff/Recharge (36) Undermined Defenses - Defense Debuff/Recharge/Endurance (36) Undermined Defenses - Recharge/Endurance (37) Undermined Defenses - Defense Debuff/Endurance (37) Undermined Defenses - Recharge Level 38: Heat Loss (A) Pacing of the Turtle - Accuracy/Slow (40) Pacing of the Turtle - Damage/Slow (40) Pacing of the Turtle - Accuracy/Endurance (40) Pacing of the Turtle - Range/Slow (43) Pacing of the Turtle - Endurance/Recharge/Slow (45) Pacing of the Turtle - Chance of -Recharge Level 41: Dark Embrace (A) Reactive Armor - Resistance/Endurance (42) Reactive Armor - Resistance/Recharge (42) Reactive Armor - Endurance/Recharge (42) Reactive Armor - Resistance/Endurance/Recharge (43) Reactive Armor - Resistance (43) Reactive Armor - Endurance Level 44: Tactics (A) Gaussian's Synchronized Fire-Control - To Hit Buff (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance Level 47: Vengeance (A) Red Fortune - Defense (48) Red Fortune - Defense/Endurance/Recharge Level 49: Victory Rush (A) Efficacy Adaptor - EndMod (50) Efficacy Adaptor - EndMod/Recharge 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 (A) Empty Level 4: Ninja Run Level 2: Swift (A) Flight Speed IO Level 2: Health (A) Healing IO Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Efficacy Adaptor - EndMod (34) Efficacy Adaptor - EndMod/Recharge (37) Efficacy Adaptor - EndMod/Accuracy/Recharge (39) Efficacy Adaptor - Accuracy/Recharge (39) Efficacy Adaptor - EndMod/Accuracy (39) Efficacy Adaptor - EndMod/Endurance Level 50: Nerve Core Paragon Level 50: Ion Radial Final Judgement Level 50: Support Core Embodiment Level 50: Cognitive Core Flawless Interface Level 50: Cimeroran Core Superior Ally Level 50: Ageless Radial Epiphany ------------ If anyone knows what format to copy and paste in to make it look all pretty like everyone elses, please tell me. Im sorry for this chaotic eyesore
  9. Hello Kinetics, Just a friendly reminder that Increase Density's status protection is still applied via single target and NOT included in the AOE. Reference: Black Scorpion - Issue 20.5 Link: http://web.archive.org/web/20120911091521/http://boards.cityofheroes.com/showthread.php?p=3659012#post3659012 Happy buffing! ;D
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