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About Me

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  1. The time is now! After fully re-attuning myself to the mastermind experience after all these years, and seeing countless complaints and suggestions from fellow players as to how to advance the experience, here is the total compilation of mastermind needs. That's right, needs. Because despite the zeal of the titular concept above, at least one player finds one of these to be of utmost import. However, there are some higher priority suggetions, at least from my perspective, and so I will be color coding the urgency of certain submissions as follows: Ultimate Priority -1 High Priority -2 Moderate Priority -3 Highly Reccomended -4 Topic-for-Thought -5 Community Inspired -6 UPDATE: Now includes popular suggestions from within and outside of the thread (with credit given) in green. The Wishlist is a catalogue with additional links detailing full potential reworks of Mastermind Primaries. Visit this thread to find the full extent of the primary changes: This thread will be categorized by Cosmetic, Specific Primary Sets, Specific Secondary Sets, Enhancement Sets, and Miscellanious. Priority is not divided by category; there can be a Ultimate Priority QoL suggestion and a T-f-T enhancement one. Each suggestion will exist to address one or more shortcomings within the category, which will be discussed at the end. While there will be some inadvertant aversions of topic in this thread, I won't be repeating many suggestions from my last threads. Suggestions are not inherently mutually inclusive; some of these would be great together but others are similar enough to clash or are alternate options, and thus stand on their own. Now that all is in order, let us begin. Miscellanious Increase all pets to share casters experience level, from level 1 onwards. Swarm pets (Posse, Living Hellfire, Nanites?) will maintain the -1 level differential. Add the aura buffs from ATOs to Supremacy, rising in effectiveness from level 15-50 until it is at the same strength as they are now (credit to Everfreefire, et al. for this one) Remove aura buffs from Expedient Reinforcement & Sovereign Right; proliferate to the t4 and t9 pet upgrades with a new enhancement set category "Upgrade Integral Pets" or "Equippable Pets" which will include a proc for pet debuff res. Arachnos' Order: Defense/10% Recovery Resistance or concept of that nature. Equippable Aura Def and Res buffs would be enhanceable, but lowered by 0.5% and 4% respectively. (Now High Priority) EX: Equip Thug gives +8 def base. Upgrade Equipment gives +16 res base. Adding the Upgrade Integral Pets Proc would increase these to 9.85 and 18.54 without boosters. T9 Pet Upgrades offer set-themed buffs Mercs get range or acc (not to-hit) increase Thugs get range or rech increase Zombies get speed increase etc Significantly reduce mastermind attack powers endurance costs across the board (Credit @plainguy ) Zombies Improve Wraith AI to use Necroplasmic Grasp when not damaged (rarely does) Make Wraith share level of caster Remove Grave Knight Toxic res, add smash or lethal or both (they are knights) Grant Lich Containment Grant Lich Self Soul Extraction (thematic, maintains Lich's support role) Give lich proper zombie resistances (aside from psionic res) Give Grave Knights Slice remove Dark Blast @ajlee209 Enable Critical Modifier in PvP (Various) Allow Soul Extraction to be usable on enemies corresponding to their rank the type of Ghost (with AVs and GMs spawning either Wraith or multiple Wraiths) (Various) Increase cone radius for Zombie vomit (Various) Zombies are an effective set, but certain thematic upgrades are in order to prevent the lack of damage resulting from the boss pet being a controller from causing it to fall behind other sets strengths. Obviously not all sets will hit as hard as others, or even hard at all, but Lich has been known to feel lacking as a pet when not coupled with a res or def support secondary. These will offset that and give further control potential so its greatest strength compares to the trumps of others. Mercenaries Convert Serum into an augmented Adrenalin Boost + Fortitude Remove End Crash, Add high -def and moderate -res 800% regeneration, recovery 25% dmg, to hit 25% def Remaining Adrenalin Boost/ Fortitude stats Stealths Spec Ops Last 1 minute, recharges in 7 Weaken Serum's stats, remove crash, turn into an AoE (Credit Rosewire) Spec Ops adds random moderate stackable debuff when stealthed (debuff crits) Stealthed SCAR Snipe has chance to secondary effect debuff Medic loses Frag Grenade, Granted Triage Commando loses buckshot Granted Willie Pete Round Commando LRM Rifle recharge reduced to 1 minute 30 sec, damage buffed, AI uses in combat often Give LRM Rifle a fire patch (Credit @shadowrex ) LRM Rifle tagged as "snipe" for enhancement category Commandos LRM Rifle is obscenely underwhelming, being 4 minutes in recharge, long cast, and weak. And Serum is easily the worst mastermind power available, with buffs easily provding the benefits it has without the existing debuff that undermines these very buffs. Being smash/lethal damage, soldiers do nearly no damage at all, and should be given additional means to circumvent this great weakness through heals, debuff, and at least one pet that is actually damage impressive. Demons Ember Demon AI Prioritize Group Healing In Combat Ember Demon needs to prioritize group healing in combat Ember Demon should use Abyssal Reconstruction more often Ember Demon Abyssal Reconstruction upgrade max target from 8 to 30 Hellfire Gargoyle Hellfire Smash should add -res like its other moves Let Hell on Earth accept to-hit IOs Please fix ember demon heal Demons are my mastermind main, so I'm really ardent on this one: Ember Demon needs to use its heal more often! Demons are a great set, with no shortcomings in its intended affinities, and so I would simply ask that the support pet do what it's meant to do. Ember Demon almost never uses Abyssal Reconstruction in combat, which is troublesome considering it's low damage being supplemented by its role as healer. More importantly, the extremely small target cap means the use of Hell On Earth immediately prevents either the caster or main pets from being healed due to the surplus of additional targets. Thugs Functionally Perfect Gaussian's Proc in enforcers (see enhancement section) Robots Nanites upgrade Replace nanite heal with nanite support pets summoned similarly to Hell on Earth Spawns nanite colony around selected pet, increasing recovery and max health of selected pet Nanites offer group pet percent heal over time which increases with each nanite spawned (10) Nanites last for 1.5 minutes Recharge 6 minutes *Credit to @Rosewire @AgentForest* Create a toggle that summons two little floating drones, zapping nearby bots with healing rays Rays heal via priority health to pets, heal user when pets are full Robots are functionally perfect, and simply had a worthless power that was in dire need of upgrade. The new power can act as an IO holster for the aura procs, and mitigate need for aid other in those that role non-heal supports (though they may still want it as nanites will recharge slow and can be killed). Ninjas Give all ninjas increased defense from inherent Resistance Add moderate lethal and minor smash res to all ninjas inherent Resistance Add minor defense resistance to all ninjas inherent Resistance Re-evaluate Smoke Bombs endurance cost and recharge appropriately *Credit @Unknown Magi Offer Jounin Explosive Shuriken with increased recharge @kelika2 Personal attacks changed from bow abilities to Minor, moderate, and AoE Shuriken throws Add a moderate but short lasting, low radius Defense buff AoE to Smokebomb Ninjas, despite their theme, have the lowest unbuffed defense of the pets that offer it, paling in comparison to bots force field and thugs leadership. While it is appropriate that it not be as high as the formers' buff-granted defenses, they should at the very least approach it; while having unique strengths of their own and resistances worthy of the combat practiced elite that they are. Beast Mastery Functionally Perfect Ensure all debuffs have appropriate IOs slottable Give t1 and t2 pets a longer reched, high damage attack *Credit @Kinvesu* Increase likelihood Beasts use their group buffs in combat (or simply allow them to if they cannot) Ensure all bites and claw swipes offer DoT or a chance for DoT (some do not) This last point brings us to the enhancement category which is of vast importance. Masterminds have been struggling to find IO compatibility for what feels like eons, desperately dispensing pets with little end-game enhancement backing. While masterminds, like any class, will be fine once maximized through incarnates and the lot, the reward and efficiency from enhancements is both limiting and necessary to the extent that upgrading the class can feel like litte more than a catalog of constraints. Not surprisingly, I've seen many become disinterested in the archetype as a result. Here are some suggestions (and a few definite must fixs) to help brighten up that dismay. Return player proc to Soulbound Allegiance Debuffers such as cold and therm with the knowledge have found GREAT utility in the ability to have a minor build up through the faculties of their own build, with no outside source. The Boost Up from Soulbound is definitely nothing new or unique, but was a surefire assurance that your next Heat Exhaustion or Benumb or Weaken was going to hit your elusive opponent. This was true of both PvP as well as PvE instances. Return pet proc to Gaussian's when placed into a pet with +to hit These last two were changes recently added to the beta server, and they really need to be reverted as quickly as possible. Mastermind IO advantage was hyper low before, and this change removes a cherished, long recognized benefit to powers that thug users have benefitted from for ages. Enforcers gaining the boost up proc was considered integral and removing it without warning or request was truly silly. This one NEEDs to come back. Ensure pets can be slotted with all appropriate IOs Bruiser slottable for hold enhancement sets Dire Wolf slottable for slow Commando slottable for snipe, knockback etc. Some of these not working might be glitches, but the fact that they haven't been permitted for ages has hurt IO viability for masterminds. Including the corresponding enhancement categories for all pets will improve the issue at hand greatly. Install the "Upgrade Integral Pets" enhancement category w/ proposals Arachnos' Order | Rare Defense enhancement set with Defense/10% Recovery Resistance proc (on user) Roar of the Devoured | Rare Resistance enhancement set Resistance/10% Mez Resistance (on user) Possession of Oranbega | Uncommon Defense enhancement set Tactical Command | Uncommon Resistance enhancement set These would be enhancements that are unique to pet affecting buffs, notably all of the the henchmen Equip and Upgrades, current Serum, Hell on Earth, Smokebomb, Fortify Pack, and current Repair. Proposed with slotting into the Equip and Upgrades in mind, however. That concludes the priorities that I have found through my own experience, and through community concern. Tell me (and the devs!) what you think! Popular responses will be added above. And lets make sure to keep this on topic, so these well needed changes find their way to the live servers in record time. I'm particularly interested in the IO change discussion, so if necessary that can be another thread.
  2. So I've made threads about this in the past and each time I've learned something about making these suggestions for fixing Mercs work. I consulted users over the Discord and was advised to keep suggestions as simple and direct to the cause as possible, so that's what I'm going to do now. I have also consulted Mastermind players, also on the Discord, who share my concern with Mercs' poor performance since the day City of Villains launched with the Mastermind archetype. I'm going to keep things as simple as I can think of. I'm going to list each henchman, a list of proposed changes to its powers like patchnotes would be presented, and my reasoning for enacting the changes I propose to each henchman. I will then summarize my proposed changes, why they're beneficial, and why there should be minimal objection. All numbers provided will be at base level 1. Soldiers: Burst: Increase damage to 9.9 (3 ticks of 3.3), fix activation time to 1.0 like Assault Rifle -> Burst is for players. Resulting damage per cast cycle will be 1.98, or very slightly behind Thugs' Pistols Heavy Burst: Increase damage to 18 (6 ticks of 3), which will bring damage per cast cycle up to 1.69 or just slightly higher than Thugs' Dual Wield Auto Fire: Fix activation time to 4s like Assault Rifle -> Full Auto for players and widen the cone angle to 20 degrees. That will slightly increase damage per cast cycle to 0.9, or slightly above Thugs' Dual Wield, and allow it to hit far more targets than the current 5 degree cone angle does. Why?: This will bring Soldiers' damage output much closer to Thugs as a reference point, who are pretty close to other T1s in terms of damage while Soldiers' were far behind. So this just brings the T1 up to par with the rest. Medic: Replace Frag Grenade with another support power handed out in a manner similar to Stimulant: choose either an absorb shield or a regeneration buff enhanceable with healing. This power should have a duration of 90s and a cooldown of 4s. Stimulant should also have a cooldown of 4s and a duration of 90s. Why?: Medic having Frag Grenade is detrimental to its function and survivability, and the henchman could stand to have a stronger presence in improving Mercs' survivability as, indeed, is its function. Spec Ops: Burst & Heavy Burst: Enact the same damage and activation time changes that were done for Soldiers. Snipe: Reduce cooldown to 6s and change activation time to 2.67s similar to Assault Rifle -> Sniper Rifle for players. This will increase damage per cast cycle to 2.01 from its current 0.88. Web Grenade: Add 15 Toxic damage (5 ticks of 3 Toxic over 8.2s) and shorten the recharge to 8s. This means a damage per cast cycle of 1.52. Flashbang Grenade: Cut recharge down to 45s, increase -To Hit and other debuff durations to 30s. Increase -To Hit debuff to -7.5%. Tear Gas Grenade. Cut recharge down to 45s, change -Damage to -7.5% To Hit, and increase debuff duration to 30s. Why?: Strongly enhanceable -To Hit which, along with their hard control, applied much more consistently. Debuffs for half a minute, crowd control for 6s, should make Spec Ops a decent debuffing henchman that provides much of Mercs' survivability by reducing the enemy's chance to hit for a decent window of time. They also lack severely compared to some other Tier 2 pets' damage, and that would be addressed with the changes to their attacks and web grenade. Commando: Burst: Same thing done for Soldiers here. Full Auto: Fix animation and activation time 4s like Assault Rifle -> Full Auto for players, and reduce recharge to 30s. This changes the damage per cast cycle from 0.39 to 0.76. LRM Rocket: Simply reduce the recharge to 30s. This increases the damage per cast cycle to 0.67 from 0.09 (lol). Why?: This should help the Commando's AoE damage to be decent. Serum: Cut down the recharge to like 90s or something and remove the crash. Why?: Well sure it's like putting a tier 9 super armor on your pet, but the problem here is that it only protects a portion of your damage output from getting snuffed out, whereas for other players it protects all their damage and that makes it a lot more meaningful. Here, it's just a waste as you make one pet harder to kill but then neuter its offense by taking away all its endurance for 20s, a painfully long time, only a minute later. I wouldn't use this power even if it were given to me for free as it is. So why do all this? Why should no one object? I see Mercenaries was built to be a sort of utility set with decent damage like Necro was made to be, but it just doesn't perform this function with the source of its utility being on terribly long cooldowns that stops them from being present for a great majority of the time. They also suffer very low damage not just from their type being resisted, but because their damage output is just plain low. Increasing their damage values to approach other henchmen is the logical thing to do here, and fixing their activation times like has been done for players' AR is also needed to help them go through their abilities so they can have their effects out faster. They have almost no other defense outside of their Spec Ops' CC and debuffs. Imagine Bots without shields, or Thugs without Enforcers (and damage), or Necro without the Lich. That's what Mercs is like right now. Here is data produced by Galaxy Brain testing all Mastermind pets, and only pets, on SO enhancements. Mercs are dead last in single target. It also needs to be noted that Bots in the Single Target category, though only appearing ahead of Mercs by 10 DPS, is likely further ahead than this graph shows, so Mercs are relatively further behind than that.
  3. Sometimes, after completing a mission, I will dismiss all my pets and re-summon them in the next mission. As soon as I see the EXIT button, I will dismiss all and then click exit. In the chat window, I will frequently see that a pet was defeated by something even though the pet is leaving because I dismissed it, not because it was defeated. The reason for dismissing my pets is I don't have to worry about them attacking/getting attacked as I travel and I don't like leaving a pile of corpses (especially with Robotics/) where-ever I zone (like in a base or at a train station). Maybe even change it so when the Master Mind changes zones, they don't leave a pile of corpses behind since his/her pets travel with the MM.
  4. i26 The Mastermind's PetMouse by qwy QuickLinks Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs Preamble This offsets my last mastermind post. I probably use this about 70% to 80% of the time. It's super easy, does what I need it to do and I can keep my hand on the mouse, for the most part. I just use a generic, left, right and middle scroll. Nothing special required. 1. How it's different I've seen other mouse based controls but nothing quite like this. Watching them maneuver through most every environment it would seem like there's a lot more work going on behind the scenes, then there actually is. You can move them around with an almost military like precision, with one covering while the other advances, with single clicks of the LBUTTON. Another unique feature is the RightDoubleClick as an emergency abort follow, it was kind of fun having them for, "stance goto" but, ultimately, I preferred it this way. 2. How it Works Similar to most other mastermind controls, it starts with selecting one of the four groups or, modes. There are (2) modes; flexible, consisting of lieutenants and minions and, strict, with either the boss or all-pets. Strict is meant literally. Like other pet controls, to break the connection, another group must be selected. The lieutenant and minion modes aren't actually groups. There's a sense of group control however, only one pet is ever actually receiving commands, at a time. Command is toggled, between pets, with the, "go to" bind. This mode relies on the, "PetCom" command which sticks to the last targeted pet. Therefore, targeting a pet, outside the group, interrupts the selected mode, until the next time a, "go to" command is issued, (bound to ALT+LBUTTON). This flexibility allows quick access to any pet and still be in command of the selected group. Just, kinda not really. Included, is a Popmenu, with hotkeys modeled after my version of NumPad controller, providing support of each pet individually or, in groups, all centered around the W key. The two combined make a complete Mastermind solution however, this originated as a component of my version of the actual numpad controls posted here, and can be recombined with a simple cut and paste. Doing so adds additional targeting options that are easily accessible with the right thumb while maintaining control of the mouse. The bind keys for PetMouse were chosen from, what's left after installing the full bind set, as well as a global tp bindset, mentioned in another guide. I find them fairly ergonomic, despite this and, I'd encourage taking them for a spin before swapping them out. Let's go to the binds; 3. The Binds 3.1 Pet Commands Keys Minions.txt Lieutenant.txt Boss.txt All.txt 2: PetCom attack PetComPow* attack PetComAll attack ALT+LBUTTON: TargetCustomNext mypet* TargetCustomNext mypet* PetComPow* go to PetComAll go to PetCom go to ALT+RBUTTON: PetCom stay PetComPow* stay PetComAll stay RightDoubleClick: PetCom follow PetComPow* follow PetComAll follow ALT+RightDC: PetCom defensive PetComPow* defensive PetComAll defensive SHIFT+RightDC: PetCom aggressive PetComPow* aggressive PetComAll aggressive CTRL+RightDC: PetCom passive PetComPow* passive PetComAll passive * This definitely requires primary specific files. Some editing is probably going to be necessary. 3.2 The PetMouse File Load Commands Keys Commands SHIFT+NUMPAD4: TargetCustomNext alive mypet <PrimarySpecific> $$ Load Minion.txt SHIFT+NUMPAD5: TargetCustomNext alive mypet <PrimarySpecific> $$ Load Lieutenant.txt SHIFT+NUMPAD6: Load Boss.txt SHIFT+ADD Load All.txt CTRL+ADD Load Off.txt 4. The FIles Off.txt | T1.txt | T2.txt | T3.txt | All.txt This first post is just for example and explanation. The attachment to this top post is everything for all primaries following, with separate posts with posted files and and attachments specific to individual primaries. Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs 5. Installing 5.1 Off.txt A little editing is required. Determine the folder you're going to store these files in and, edit the (5) load commands, found in 4.1, and on the .mnu file at 981 and 982, replacing; @/!/PetMouse/Bots/Off.txt to match. Next, notice, I'm, using the 2 Key, just above the W key, for attack. It's super convenient and I'd recommend keeping it, if that works however, with this being the PetMouse Off state, edit this command line back to your usual. The menu is bound to the 4 key. This was an ergonomic decision however, an extra mouse button, the TILDE or whatever may suit you would be just as workable. The macros, generated by the .mnu file, also contain the bind to 4 so, edit them as well. One on line 2 and another on line 981. 5.2 T1.txt and T2.txt Assuming, the 2 was fine for attack, only the, "<Edit for TIer>" needs to be edited to something that reflects the given names of these pets. In other words, if you have Thugs and you named them Manny, Moe and Jack, going with, "ugs" or "Thugs", isn't going to work here. Both of the lieutenant and minion files will need this. You might have to get creative. 5.3 T3.txt This one's easy. All (7) command lines need, "<ID>", to get edited to, at least, (3) sequential characters of their summing power. PetComPow, doesn't care what they're called. For example, if you have the Beasts primary, you're limited, first, to, "Summon Dire Wolf". The problem here is, "Summon" is used in the powers of all your pets so, you're actually restricted to, "Dire Wolf". Therefore, "Dir, ire, wol and olf" are all good. In the case above, in 5.2, Thugs named Manny, Moe and Jack wouldn't be an issue. We'd be all set with, "ugs" The All.txt file is All.good so, let's talk loading. 6.Loading 6.1 Menu Load Features The included menu is the key to loading. At the top of the file, there's all the information required for installing it in the proper location and a macro command to bind the menu to the 4 key. Once the menu is opened, there's a link to add an optional macro to load the binds or load them through chat. Notice Line 6-13, those are the lines that might require editing to match your pet names. I'm assuming the edits will be fairly self-explanatory however, if any assistance is required, let me know. 6.2 New Menu! I modeled this menu after MMPad+, with numpad controls, centered around the, "W" key allowing independent pet control without ever having to take your hand off the mouse or away from your movement keys. Enjoy! QuickLinks Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs PetMouse.rar
  5. Table of contents: Commonly Asked Questions Common Mistakes What is Bodyguard Mode (BGM) Power Bar Set Up Example Builds Helpful links In Closing Commonly Asked Questions Q: What is the most common reason people do not play Masterminds? A: The most obvious reason is due to the lack of info of masterminds. The second most common issue is other players giving masterminds a hard time due to pets getting in the way. Pets were fixed in Page 4 of CoX Homecoming Q: If you were to give advice to a new mastermind player what would it be? A: The best advice I could give is that bodyguard mode is a life saver. Q: What are the highest DPS pets? A: Robots. However Thugs can easily contend for highest DPS Common Mistakes The biggest and possibly the most prevalent mistake is a mastermind who does not micromanage each pet. Newer mastermind players do not know when or how to use BGM (Bodyguard Mode) Newer mastermind players do not know when or how to use BGM (Bodyguard Mode) Masterminds not using the IO Auras for pets Call to Arms: Defense Bonus Aura for Pets Expedient Reinforcement: Resist Bonus Aura for Pets Sovereign Right: Resistance Bonus Command of the Mastermind: Recharge/Pet Defense Bonus Aura. Mark of Supremacy: Endurance/Pet+Resist all + Regen Aura. Edict of the Master: +Defense Bonus Setting up your num pad to micromanage your pets https://cityofheroes.fandom.com/wiki/Mastermind_Numpad_Pet_Controls Treating each pet as separate parts. You should be treating each as a separate entity that works by itself. Newer MMs may find this hard at first however with time it will be easier. What is Bodyguard Mode (BGM) Bodyguard mode(BGM) a stance to put your pets in that will turn you into a sudo-tank. You can set BGM by selecting the Defensive Stance and the Follow all pets within Supremacy range will be set to BGM and they will be damage mitigators. Defensive/Stay and Defensive/Goto work as well. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage that the pets themselves might incur from Area attacks. Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points. Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal. This in effect turns your mastermind into a sudo-tank as long as your pets are alive. Power Bar Set-up Num Pad Method There are several ways to set up your power bars on masterminds. The first option you can do is to set up your num pad as a way to control your pets. This option tends to be the most common among masterminds. http://web.archive.org/web/20120904222729/http://boards.cityofheroes.com/showthread.php?t=117256 Multi Bar Method If you do not have a num pad the next option is to set up separate bars for each group of pets (see below for example) Multi Bar Individual Method The third most common way seen by masterminds is swapping to individual commands you can do this by summoning pets-clicking Options- Show Individual Pet Commands then placing the commands in their respective power trays. (see below for example) All Pets One Bar Method The fourth and probably the most common way for beginner Masterminds is to control all the pets at once. This is the suboptimal method to control the pets due to the fact that in a team masterminds pets can sometimes aggo more than what is intended. The other reason that controlling pets this way is a suboptimal method is because pets tend to get in the way when your team needs to click a door or a glowie. At the end of the day it is best for each mastermind player to find their own bar set up that is right for them. Be it any of the methods above a combination of them or their own unique style. Example builds Some things I look for personally in a build are ranged defenses. Part of the reason for this is because if your pets die they can easily be resummoned where as if you die then you are taking time out of someone else’s attack pattern to rez you. With high ranged defense you should be over top of your group and be playing field general with your pets while also providing the Debuffs/Heals/Buffs to your team and allies. Lets now take a look at a few builds that can accomplish this goal of high ranged defense. Above is an example of a Demons Thermal Soul Mastermind lv 1- Summon demonlings- Superior Command of the Mastermind: Rech/Pet +AoE Defense Aura Superior command of the mastermind Dam/End Superior Command of the Mastermind Acc/Dam Edict of the Master Defense Bonus Edict of the Master Scc/Dam Edict of the Master Dam/End Lv 1- Health Preventive Med Chance for +Absorb Panacea +Hit Points/End Lv 1- Stamina- Power Trans Chance to Heal Self Power Trans EndMod Lv 1- Warmth- Miracle heal/end Miracle End/reach Miracle heal/reach Miracle Heal/End/Reach Miracle Heal Miracle +Recovery Lv 2- Fire Shield- Steadfast Protection Res/end Steadfast Protection Res/+Def 3% Steadfast Protection Knockback Protection Lv 4- Cauterize- Numi Heal/End Numi End/Reach Numi Heal/Reach Numi Heal/End/Rech Numi Heal Numi +Regen/+Recovery Lv 6= Enchant Demon Rech IO Lv 8- Hasten- 2 Reach IO Lv 10- Gladiator’s Armor End/Res Gladiator’s Armor Rech/Res Gladiator’s Rech/End Armor Gladiator’s Res/Reach/End Armor Gladiator’s Armor Res Gladiator’s Armor TP Protection +3% Def (All) Lv 12- Summon Demons- Expedient Ref Acc/Rech Expedient Ref Acc/Dam Expedient Ref Dam/End Expedient Ref Acc/Dam/Rech Expedient Ref End/Dam/Rech Expedient Ref Res Bonus Aura for Pets Lv 14- Fly- Blessing of the Zephyr Knockback proc (4points) Run,Jump,Fly,Range/End Lv 16- Hover- Blessing of the Zephyr Knockback proc (4points) Run,Jump,Fly,Range/End- LotG Global Rech LotGDef/End Reactive Def Scaling Res Damage Lv 18- Hell on Earth Soulbound Alleg Chance for Build UP Sover Right Res Bonus Lv 20- Thaw- Reactive Armor Res Reactive Armor End Reactive Armor Res/End Lv 22- Kick- Sudden Acc Knockback to Knockdown Lv 24- Tough- Reactive Armor Res Reactive Armor End Reactive Armor Res/End Lv 26- LotG Global Rech LotGDef/End LotG Def Shield Wall +Res 5% Res (all) Lv 28- Summon Demon Prince Sup Entomb Acc/Hold Sup Entomb Hold/Rech Sup Entomb End/Rech Sup Entomb Acc/Hold/End/Rech Sup Entomb Rech/Chance for +Absorb Call to Arms Def Bonus Aura for Pets Lv 30- Forge Gaus’s Syncho ToHitBuff Gaus’s SynchoToHitBuff/Rech Gaus’s Syncho ToHitBuff/Rech/End Gaus’s Syncho Rech/End Gaus’s SynchoToHitBuff/End Gaus’s Syncho Chance for Build Up Lv 32- Abyssal Empowerment- Rech IO Lv 35- Stealth LotG Global Rech LotGDef/End LotG Def Lv 38- Melt Armor- Achilles’ Heel Def Debuff Achilles’ Heel Def Debuff/Rech Achilles’ Heel Chance for Res Debuff Lv 41- Heat Exhaustion- Rech IO Lv 44- Dark Embrace- UnGuard Res UnGuard +Max HP Impervium Armor Psi Res Aegis Psionic/Status Res Impervious Skin Status Res Lv 47- Soul Tentacles- Artillery Acc/Dam Artillery Dam/End Artillery Dam/Rech Artillery Acc/Dam/Rech Artillery Acc/Rech/Range Artillery End/Reach/Range Lv 49- Invisibility- LotG Def/End Reactive Def/End This build in the hands of someone willing to manage their pets will quickly come to find out that they should not get into melee range of things and to hover overhead throwing out their shields as well as Warmth and Cauterize to keep both their pets and team alive. This is a great general build for anyone looking to play with a team or large group while at the same time be perfectly fine solo’ing AVs. In a pinch this build can also do a low end Fire Farm due to Demons casting Def to Fire/Cold shields however you may find yourself healing your pets and resummoning them than you are actually throwing your debuffs out. When fighting an AV or in team play your opening attack may change a bit or it may look like Set pets to petcom_all Defensive as well as petcom_all Follow Move pets to location safe from the fight to start using petcom_all GoTo Cast Farsight on as many targets as possible do not be afraid to get in close to cast this to help your melee fighters as well as yourself. Distortion Field into Time Crawl this holds any adds around and or slows them so your AoE can do its job Remember you are not the damage and are more commanding your pets from the air or the ground Move pets using petcom_(pets name) GoTo into place that have Hell on Earth on them This will allow Hell on Earth to Proc more consistently Cast Mending on that target as often as possible Soul Tentacles and reposition pets closer By now Hell on earth is either down or just about which means its time to let bodyguard do its job Build 2 is a Robotics/Time/Soul Build this time focused on being a well rounded high defense focused debuffer. lv 1- Battle Drones- Superior Command of the Mastermind: Rech/Pet +AoE Defense Aura Superior command of the mastermind Dam/End Superior Command of the Mastermind Acc/Dam Superior Mark of Supremacy Dam Superior Mark of Supremacy Acc/Dam/End Lv 1- Health Preventive Med Chance for +Absorb Panacea +Hit Points/End Lv 1- Stamina- Power Trans Chance to Heal Self Power Trans EndMod Lv 1- Time Crawl - Pacing of the Turtle Acc/Slow PotT Dam/Slow PofT Acc/End PotT Acc/End PotT Range/Slow PotTEnd.Rech/slow PotT Chance of -Rech Lv 2- Temporal Mending - Miracle End/Rech Miracle Heal/Rech MiracleHeal/End/Rech Miracle Heal Miracle +Recovery Lv 4- Time Juncture - Deflated Ego ToHitDebuff Deflated Ego ToHitDebuff/Rech Deflated EgoChance for Recovery Debuff Lv 6= Equip Robot- Rech IO Lv 8- Hover- Blessing of the Zephyr Knockback proc (4points) Run,Jump,Fly,Range/End LotG Global Rech LotGDef/End LotG Def Lv 10- Boxing- Stupefy Acc/Rech Stupefy End/Stun Stupefy Acc/End Stupefy Stun/Range Stupefy Acc.Stun/Rech Stupefy Chance of Knockback Lv 12- Protector Bots - Superior Command of the Mastermind Acc/Da, Superior Command of the Mastermind End/Pet +Res+Regen Lv 14- Fly- Blessing of the Zephyr Knockback proc (4points) Run,Jump,Fly,Range/End Lv 16- Distortion Field - Sup Entomb Acc/Hold Sup Entomb Hold/Rech Sup Entomb End/Rech Sup Entomb Acc/Hold/End/Rech Sup Entomb Rech/Chance for Sup Entomb Acc/Hold/End/Rech Lv 18- Hasten- 2 IO Rech Lv 20- Time Stop- Basilisk Gaze Chance For Rech Slow Basilisk Gaze Rch/Hold Ghost Widow Chance For Dam(Psionics) Lv 22- Tough- GladtArmor TP Proc +3%Def(all) Impervious Skin Res/End Impervious Skin Status Res Lv 24- Weave - LotG Global Rech LotGDef/End LotG Def Shield Wall +Res Reactive Def Scaling Res Damage Lv 26- Assault Bot- SoulBound Chance for Build Up Call to Arms Acc/Dam Call to Arms Dam/End Call to Arms Acc/Dam/Rech Call to ArmsEnd/Dam/Rech Call to Arms Def Bonus Aura for Pets Lv 28- Farsight- LotG Global Rech LotG Def Lv 30- Stealth - LotG Def/End LotG Def/Rech LotG Def/End?rech LotG Def LotG Global Rech Lv 32- Upgrade Robot- Rech IO Lv 35- Slowed Response -Achilles’ Heel Def Debuff/Rech Achilles’ Heel Chance for Res Debuff Lv 38- Chrono Shift- PrefShift Chance for +End PrefShift EndMod Lv 41- Dark Embrace- UnGuard Res UnGuard +Max HP Steadfast Proc Knockback Protection Lv 44- Soul Tentacles- GravAnchor Immob GravAnchor Immob/Rech GravAnchor Acc/Immob/Rech GravAnchor Chance For Hold Lv 47- LotG Global Rech Blessing of the Zephyr Knockback proc (4points) Run,Jump,Fly,Range/End Lv 49- Invisibility- LotG Def/End Reactive Def/End In this Robotics/Time/Soul build you will still play as a field general however with your defense being as well rounded as they are you can survive in melee to get in and throw Farsight on your tanks/scrappers/brutes/and stalker in team play. If you are solo your opening rotation may look something like this Set all pets to petcom_all aggressive on chosen target This will force them to attack the nearest thing. You should then quickly set your pets to BGM after they fire their first power During these fights pets dying is not bad so long as you are quick about resummoning them. Cast Farsight (this is your bread and butter power.) Cast Distortion Field into Time Crawl this holds any adds around and or slows them so your AoE can do its job Tab to the next group repeat your Robots should have things from this point. Set pets to petcom_all Passive petcom_all GoTo and send them near you Move to re-set where pets are attacking Repeat step 1-5 as needed till trash mobs are dead. If you are fighting an AV the attack pattern changes slightly Set pets to BGM Move your pets using petcom_goto to keep them out of the AV’s alpha. Cast Farsight Cast Distortion Field into Time Crawl this holds any adds around and or slows them. Cast Chrono Shift on as many allies as you can. Time Mend any ally that needs it after the opening of the AV If you have Vanguard Medal use it If the AV is not dead by this point Cast Soul Tentacles as well as Distortion Felid and Time Crawl Move your pets inwards so they can use smash as needed If you are ever at a loss for what to build for on a Mastermind the is Positional Def (ranged is preferable this way you can stay out of harm's way and let your pets work in BGM). If you find yourself over capped in one or more positional defenses it's not a bad idea to look into taking the Ghost Widow Patron set as opposed to Black Scorpion the opposite also is true if you find yourself lacking Scorpion Shield works just as well as Dark Embrace. Helpful links https://www.reddit.com/r/Cityofheroes/comments/bn51p3/helpful_mousecentric_mastermind_binds_that_i_want/ https://cityofheroes.fandom.com/wiki/Mastermind_Numpad_Pet_Controls In Closing In closing the most daunting thing about masterminds is knowing you are not the damage and also not the primary debuffer/healer your role is a jack of all trades master of none. Masterminds are one of if not the hardest AT to master and at the same time one of the most rewarding experiences in the game to master. There is no such thing as a bad set for masterminds so feel free to open up and try things like Ninjas Electrical Affinity. Finally a good mastermind is someone who can keep their pets controlled while still maintaining productivity of attacking. You never notice a great mastermind however everyone remembers a bad mastermind.
  6. i26 Mastermind NumPad Controls+ MMPad+ by qwy QuickLinks Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs Preamble: I've only rolled one MM since coming back, Bots. It's fair to say, I might not have rolled an MM at all, if I hadn't seen the original Numpad Controls posted on the Homecoming forum. I had forgotten all about how much fun Masterminds are with them. Before I got out of Outbreak, the Sandolphan's original binds were installed and I was fully reacquainted. So fun! As I leveled up, I kept adding to it every time a new idea came to mind. This version represents my, most sincere, first step from the original. I'm trying to stick to the simple elegance of the original, scaling back some of the far off, or clunky additions for another time. What's new: Not straying too far from the original, here are the key additions; An easy selection method for controlling individual pets Can target a specific pet, cycle through a group of pets or cycle through all of them Added "Petsay" to the selection method Trigger both upgrades in 1 click. - only bots have been tested Follow modes, have been moved to SUBTRACT, for easy slap panic All commands can now change the selected pet/group strance, i.e. defensive follow, passive stay, aggresive attack Dismiss added to select method Added popmenu with some basic commands, control options of the pet window, generate a variety macros and a bind cheat sheet. Added a custom.window to load the file and generate macros with icons consistent with the primary to summon and load numpad controls. What's different: It should look pretty familiar, right out of the box. A few key difference; The All.txt file has been replaced with Pad.txt and, is specific to each primary . There are now, (11) files per primary. (5) for individual control of each minion and lieutenant. Additional editing required. (2) for the toggle upgrades to occur in a single click. (1) Pad.txt, this versions, "All.txt" (3) One for each tier group Disclaimer The folder hierarchy mirrors my own. It's stored in the Installations data folder and has, what may appear to be, superfurlous sub folders. This is in anticipation of additional bind sets, I'm planning on sharing in the near future. Editing paths and file names, to suit your needs, shouldn't be an issue. with exception to the custom.window and Popmenu paths, which are required by the interface. Help Me / Help You If there are any questions, please don't hesitate to ask. If any files were edited as part of your installation, please describe the new variables on any requests for assistance. Not having rolled other primaries, any help testing and correcting mistakes I might have made, would be very much appreciated. 1. Binds according to selected pets: 1.A Base Binds NUMPAD0: Select All Key No Chord +ALT +SHIFT +CTRL Defensive Key Aggressive Key Passive Key NUMLOCK: - - - - DIVIDE: all pet say all minions Say all lieutenants say boss says MULTIPLY: open popmenu toggle custom.window SUBTRACT: all follow all def follow all agg follow all pas follow NUMPAD9: all go to all def got all agg got all pas got NUMPAD8: all attack target all def att target all agg att target all pas att target NUMPAD7: all stay all def stay all agg stay all pas stay NUMPAD6: all passive select boss alias NUMPAD5: all aggressive select lieutenant B NUMPAD4: all defense select lieutenant A NUMPAD3: select boss select minion 3 summon boss dismiss boss NUMPAD2: select lieutenants select minion 2 summon lieutenants dismiss lieutenants NUMPAD1: select minions select minion 1 summon minions dismiss minions NUMPAD0: select all nop dismiss target dismiss all ADD: roll upgrades #PADENTER: pet heal targeted DECIMAL: cycle target next pet all cycle target next minions cycle target next lieutenants target boss 1.B Group Binds NUMPAD1-3: Select Group Key No Chord +ALT +SHIFT +CTRL Defensive Key Aggressive Key Passive Key NUMLOCK: - - - - DIVIDE: selected group say all minions say all lieutenants say boss says MULTIPLY: open MMPad+ popmenu toggle MMPad+ custom.window SUBTRACT: selected group follow selected group def fol selected group agg fol selected group pas fol NUMPAD9: selected group go to selected group def got selected group agg got selected pas got NUMPAD8: selected group attack target selected group def att target selected group agg att target selected group pas att target NUMPAD7: selected group stay selected group def sta selected group agg sta selected group pas sta NUMPAD6: selected group passive select boss alias NUMPAD5: selected group aggressive select lieutenant B NUMPAD4: selected group defense select lieutenant A NUMPAD3: select boss select minion 3 summon boss dismiss boss NUMPAD2: select lieutenants select minion 2 summon lieutenants dismiss lieutenants NUMPAD1: select minions select minion 1 summon minions dismiss minions NUMPAD0: select all nop dismiss targeted pet dismiss all ADD: roll upgrades, all #PADENTER: pet heal targeted DECIMAL: Selected group target next pet cycle target next minions cycle target next lieutenants target boss 1.C Individual Binds ALT+NUMPAD1-6: Select Pet Key No Chord +ALT +SHIFT +CTRL Defensive Key Aggressive Key Passive Key NUMLOCK: - - - -- DIVIDE: selected pet say all minions say all lieutenants say boss says MULTIPLY: open MMPad+ popmenu toggle MMPad+ custom.window SUBTRACT: selected pet follow selected pet def fol selected pet agg fol selected pet pas fol NUMPAD9: selected pet go to selected pet def got selected pet agg got selected pet pas got NUMPAD8: selected pet attack target selected pet def att target selected pet agg att target selected pet pas att target NUMPAD7: selected pet stay selected pet def sta selected pet agg sta selected pet pas sta NUMPAD6: selected pet passive select boss alias NUIMPAD5: selected pet aggressive select lieutenant B NUIMPAD4: selected pet defense select lieutenant A NUMPAD3: select boss select minion 3 summon boss dismiss boss NUMPAD2: select lieutenants select minion 2 summon lieutenants dismiss lieutenants NUMPAD1: select minions select minion 1 summon minions dismiss minions NUMPAD0: select all dismiss selected pet dismiss targeted pet dismiss all ADD: roll upgrades. all #PADENTER: pet heal targeted DECIMAL: target selected pet cycle target next minions cycle target next lieutenants target boss 2. The Files QuickLinks Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs 2.A Default File: @/!/MM/<Primary>/Pad.txt - This was originally the All.txt file. As I started adding commands to the original, it began to take a more primary specific turn. It's still the default stance and loads all the other files for it's primary. With this file selected, all pets respond to base commands. Editing shouldn't be necessary. 2.B Group Files: @/!/MM/<Primary>/<Groups>.txt - Carried over from the original, there are still (3) group files named after their summoning power. These files use the command, "PetComPow" and, "PetSayPow" which identifies the name of the command that summons them. Renaming pets doesn't impact this command at all. The way they're targeted is the only exception. The boss uses the command, "PetSelectName". Lieutenants and minions use; "TargetCustomNext". Both of these commands require a string of letters, numbers or symbols, unique to that group, for this to work. I used the first (3) characters of the pets default name to identify their group, as my group file default name (with exception to Bots). For example, I named one of my lieutenants, "Norad Protocol", the other, "Orb Systems Pro" and made sure, "Pro" was unique to their group. 2.C Pet Files: @/!/MM/<Primary>/<Individual>.txt - There are (6) pets but, the boss file from group is loaded, regardless of how a boss is selected. That leaves us (2) files for lieutenants and, (3) for minions. These files use, "PetComName", "PetSayName" and, "TargetCustomNext" so renaming a pet can impact every command line. My unique pet file default name uses the last (2) characters of the actual default pet name, followed by, "A" or "B" for lieutenants and 1-3 for minions. When renaming a pet, consider how that name will link to both, the pet file and the targeting command in the group file. The commands in question can be edited as well however, consider my example from above. The actual default name for a bot lieutenant is Protector (I ignored Bot). The names I used, above, linked to my default for the group file using, "Pro" and, my default for pets using, "orA" and, "orB" Each primary has unique considerations however, I tried to keep things as simple as possible. Now that you're aware of the guidelines I followed, with a little creativity, you should be able to come up with something that works for you. 2.D Bind Files In effort to appear organized, binds are available in the proceeding posts. With (11) bind files, (4) support docs and (2) menus, per primary, things got a little cramped here, on the first post. The .rar on this first post, includes everything. The following posts, have attached .rar files that are specific to that posts primary. QuickLinks Top | Beasts | Bots | Demons | Mercs | Necro | Ninjas | Thugs 3. Rolling Binds Bound to the, "ADD" key, the Pad.txt triggers the first step, on the first use and loads 2up.txt, the second half. 1up.txt takes responsibility off of pad.txt, mirroring the command. The +/-, after the commands opening quote, initiates the two step behavior. This has only been used with Bots but, it should work on, at least, a few others. Watch how the icons respond, if it's not working. This is usually a good indicator on what changes need to be made. Sometimes, it's just a matter of changing the key press, itself. Sometimes, a long hold or, a quick tap, will produce different results. If it's not coming together, edit the three files and use them as a rotating bind set. @/!/MM/<Primary>/Pad.txt | @/!/MM/<Primary>/1up.txt ADD "targetcustomnext alive mypet$$powexecname upgrade one$$bindloadfilesilent @/!/MM/<Primary>/2up.txt" @/!/MM/<Primary>/2up.txt ADD "targetcustomnext alive mypet$$powexecname upgrade two$$bindloadfilesilent @/!/MM/<Primary>/1up.txt" 4. Support Docs Includes: ReadMe.txt | Install.txt | Help.txt | LoadMMPad+.txt 5. Optional Menus custom.window & Popmenu The custom window is essentially an in-game version of the LoadMMPad.txt file. The Popmenu has some pet controls, pet window tools, a cheat sheet for the binds and also serves as an in-game version of LoadMMPad.txt Downloads MMPad+.rar This is all bind files, consolidated menus and support documents for all primaries. The posts to follow will include the binds for copying and pasting off the forum and .rar files for individual primaries. The optional windows and menus will be primary specific so, if you end up using more than one primary, I suggest going with the versions on this post or this download instead. * Only Bots thoroughly tested. - Testers Wanted! MMPad+v200703.rar
  7. A few things I’d like to say before we get to this: 1) I posted this under archetypes because I wanted more than just masterminds to respond to this. I also wanted others who saw a mastermind on their team to give input. Which powersets make you groan or feel sorry for them? Which powersets make you get all excited and expect great things from them? 2) Don’t think of any specific combinations of powersets, or any specific roles. Which powerset just tends to be the “best” overall? Ones that could really go well with any role at any moment? Ones that don’t flop or make you want to kick them off your team? In the event that you cannot choose just one, I have enabled the option to select multiple powersets for both polls. http://www.strawpoll.me/20247277 Primary http://www.strawpoll.me/20247291 Secondary http://www.strawpoll.me/20247917 I missed some secondaries in the one above http://www.strawpoll.me/20252247 Should be fixed now IT IS POSSIBLE TO SELECT MULTIPLE POWERSETS FOR BOTH POLLS DO NOT THINK OF ANY SPECIFIC COMBOS OR ROLES; JUST IN GENERAL
  8. Disruption arrows in trick arrow - 18 endurance. Corrosive vial - 20 endurance Crack whip - 18 endurance Toxic Dart - 8 endurance ( I think for some crazy reason my endurance is dropping with every tick of the dot on this power ) Pretty much literally can't use these powers without blowing all your endurance with other things going on. Even with IO set bonuses, it's just over the top. You are pretty much forced into an Incarnate endurance reducing power. The issue comes into play much more because Mastermind attack primary powers are much higher in endurance. Mind you I have several builds with Trick arrow and crack whip as a mastermind. BUT This is the first time I have Disruption arrow and the Experimentation Set.. And I noticed when I DON'T use Corrosive Vial and Disruption Arrow my endurance is good and is pretty much like other game play experience from other mastermind builds not using those powers. MIDS has my endurance use at .65 with a recovery of 2.6. Which is pretty much the rule of thumb of 2 points recovery above your endurance use. Which is what I follow for all builds and it works out on the 20+ level 50 builds I have. Again not a big number cruncher player. But something just does not feel right based on the limited toggles I have running ( Two), Weave and Scorpion Shield. I have other builds with Scorpion Shield, Weave, Tactics, Tough, Hover and less endurance issues.. Again zero clue.
  9. Inspired by @Scarlet Shocker's "The 105; the Worst of the Bunch" post. I'm curious what people think the absolute worst performing MM combo is? I will roll and level whatever combo is chosen as the worst combo in this thread, to see what can still be done with it. 🙂 To narrow things down into a manageable poll. I'm working from the assumption that Trick Arrow is considered the most underperforming MM 2ndary. And that Thugs, Bots and Demons are widely considered the top pet sets. That leaves Beast, Necro, Ninja or Mercs paired with TA as the most likely suspects for worst performing MM pairings. But just in case you disagree I included a none of the above option and you can reply in this thread with your write in vote.... **Update** Ninja/TA was voted as worst combo, and as promised I rolled one to see what I could do with it still. Finally finished grinding all the T4's, so my first stupid test was a solo MoITF at +2/+8 with further restriction of nothing from email or outside mishes and only sm inpirations to start. I was able to do it on Beta, but having completed this on Beta, but died once in final AV fight. (Sadly the recent change to MM Goto controls for melee pets makes it nearly impossible to keep the T1 Ninjas alive in the final AV fight.) Write up here:
  10. 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.
  11. So it's looking like I'll need to roll a Ninja/TA MM as that's what leading as worst MM combo poll. So I'm starting to work on build plans and testing for any proc slotting tricks that can be leveraged. I'm fairly new to /TA having only played one back on Live and some here on Beta: What strategies and tricks are there for /TA MM's to use? How do you prefer to initiate fights? What powers work well in tandem? Including with those from Power Pools and Epics? Etc. In terms of just procs IOs and powers here's what I have so far regarding TA: Am I missing anything? Entangling Arrow Power- Long Immob on low cooldown should allow to stack significant singel target Immob. Procs - 4s Cool Down and 1s Activation mean procs chances won't be great. Looks like 29% for 3.5PPM. Could use 1 x Immob Dmg, 1 x Slow Dmg, and 1 x Immob Purple Chance for Hold. But that's only an avg of 20.9 dmg per proc on a single target and 29% chance for Mag2 Hold. Not worth slotting unless I end up with slots to spare. Flash Arrow Power- The -Tohit portion is a small -3.75% that won't be very impactful or worth enhancement slotting. But maybe there are some tricky strategies or combos that can exploit the -90% perception? I haven't used -Perception Debuffs heavily before, so I'm not all the clear on how it works once you have aggro. Seems to just entirely stop working once you've pulled aggro. If that's correct then will only be useful to get closer to mobs or help prevent unintentionally pulling nearby mobs. I could see skipping this on a tight build, but in tests was useful for /TA's shorter ranges, in additional to helping avoid the accidental aggro that MM's are so prone too. But if you skip, you'll basically be be limited to taking an early single target MM attack in it's. place. For Ninjas the best of the two is Aimed Shot which still relatively low dmg and with a 4s cooldown won't be very proc-able. Procs - Massive 35' Radius creates low proc chances dropping 3.5PPM down to 18.9%. Can only slot 1 dmg proc. The other options 'Chance for -25% Rech' and 'Chance for +Tohit' are not very impactful. Probably not worth slotting for procs. Slotting even one proc means this power is no longer aggroless, severely limiting the utility. Glue Arrow Power- Very strong Slow Movement that can reach up to 179% over a large radius. This power could prove very useful in strategies that kite and keep enemies at range from your MM. Procs - Long 60s Cooldown with zero recharge slotting makes for strong 90% chance on 3.5PPM despite the large 25' radius. But can only slot a single Dmg proc. And one 'Chance for -Rech' It's not going to be a great proc power, but that one proc will get 3 chances to proc over duration. So if you're going to use it regularly anyway for the massive Slow, then might as well get the free dmg from that one proc. Ice Arrow Power - With global recharge and some hold enhance can easily be made into a perma Mag3 hold. Procs - Longish 18s Cooldown on single target makes for strong 90% proc chances. Can take 5 x Dmg procs turning into a respectable attack. With 0% Rech the Lockdown 'Chance for Mag2 Hold' still has an 82% chance turning the power into a fairly reliable Mag5 hold. Superior Entomb 'Chance for Absorb' proc even with the it's 23% recharge enhancement still has a 81% chance. That Absorb might be a useful little bit of sustain. But this won't be nearly as useful while leveling since the standard Entomb with it's 2PPM value will only have a 51% chance. Poison Gas Arrow Power - Strong -18% Dmg debuff over a wide aoe. The Mag2 sleep is much more impactful than I expected on paper as it seems to keep re-applying the sleep, so even attacks don't necessarily wake enemies backup. Unfornately, many of the other debuff powers and pets continually interrupt the sleeping making this not as useful a control power. Oil Slick's KD's wakes up enemies, as does the DoT from Acid Arrow. And some of the pet powers significantly work against the sleep too. For Ninjas the culprits are the DoT's like Oni's RoF, Jounin's Caltrops. Since there no useful procs for this power, If you were going to build around it, then optimal use would probably be maxing recharge enhancement and global recharge to allow some double stacking the sleep patches and then use when Oil Slick is down or to deal with extra mobs being pulled. But it will mean carefully not using other powers like Acid Arrow, and even then your pets will likely use a DoT power. Procs - I was curious what the mechanics would be on the Heal proc given that this seems to summon a psuedo pet. In my tests it triggers once on cast, but due to the psuedo pet it does not have a chance to proc more than a single time because it's procing on summon, rather than per enemy. A single 5% heal on long cooldown isn't worth the slot. The Psuedo pet means the 'Chance for Placate' proc does nothing. (This is really a shame because there's a super cheesy mechanic that I've been wanting to more thoroughly test when you have both an aoe taunt and aoe placate....taunt forces enemies to attack you, but placate means they can't....) Acid Arrow Power - Small Radius, but good -Res debuff that doesn't with duration equal to cooldown meaning it doesn't need any any recharge enhancement to maintain. Procs - Low cooldown but relatively small radius make for acceptable proc chances in a power that's up frequently. Can hold 4 x Dmg and 2 x -Res procs. Might be worth taking an Alpha with Accuracy just to be able to 6 slot procs in this power. Disruption Arrow Power - Small Radius, but good -Res debuff that doesn't with duration equal to cooldown meaning it doesn't need any any recharge enhancement to maintain. Procs / Slotting - No procs that can be slotted. Needs some Recharge Enhancement to make perma, but it appears not to stack so not much value in having it up more than its 30s duration. Oil Slick Arrow Power - Long Cooldown, but large radius and strong mitigation with KD. When ignited Burning Oil Slick can do signficant damage. The Ninja's T3 Pet (Oni) can reliably ignite the Oil Slick with it's Rain of Rire, but that's on a long cooldown, so it's very random it will land at the right time. MM will it's own source of Fire or Energy Dmg to reliably light the patch. This is probably the signature core power for /TA. But you'll need significant global Recharge to be able to use it every spawn. Since the proc chances are already fairly low, it might be worth giving up on procs and slotting for Recharge Enhancement. But despite the low proc chances, given the duration you should get at least 2 - 3 chances to proc depending on when the patch is ignited. So not proccing is definitely giving up some damage against large mobs. Procs / Slotting - Proc chances seemed rather low in my tests. From @Bopper's PPM thread it sounds like Oil Slick with 3.5PPM should have around 15% chance to proc, which is not great. But in my few tests seems possibly even worse than that. From reading through other forum threads it seems like the two psuedo pets have separate chances to proc the different procs types. *Edit* [So with a helpful clarification and correction from Bopper] It seems that procs from TAoe only proc when the patch is ignite. But procs from Def Debuff and Slow should fire in both Psuedo pets, making them obvious better proc choice. Overall, I was not impressed by the proc results I got, but I probably need more testing before a final decision. If slotting for procs it seems that Slow and Def Debuff procs should have priority and TAoe procs only slotted if excess slots were available. EMP Arrow Power - Looks like a ranged, but otherwise much worse version of /Rad's EMP Pulse. 300s Rech means it won't be up enough to use as part of your rinse-repeated fight strategy. The MM massive 29 Endurance version will make the -1000% Recovery even more painful to work though. Would be nice to have against robots and machines, but I'm thinking overall very situational and skippable. *Edit* it does have a -1000% Regen, but at only a 15s duration not sure how valuable that will be. Procs / Slotting - Could certain be procced out at 90% chance, even when slotted way over 100% Recharge Enhancement. But at 300s base cooldown, you just won't be able to use this very often and when you do you'd have to be prepared for the -Recovery debuff. I'm going to be running Manuevers, Tough, Weave, Epic Shield, and maybe Assault and/or Tactics. That will be a lot of toggles to survive through the -Recovery... Overall Level 50 Solo Strategy Working in Mid's it became apparent that without any Def or Res buff from the 2ndary, I simply wouldn't be able to hit the good soft capped numbers I'm used to without very significantly undermining slotting in other powers. /TA is just not going to make the in your face Tankermind type of MM I usually build towards. Even getting more limited Def numbers gave up enough global recharge that Oil Slick will probably be more like every other spawn. What I end up settling on and what's worked best so far strategy wise was, Building for one sm purple insp away from soft cap of Ranged/Energy/Negative Def, and getting S/L Resistance capped at 75%. This combined with Bodyguard mode, and TA's soft control mitigates most of the damage my MM takes The opening fight strategy is using debuff patches to open and keep enemies in place Then use Provoke to keep the enemies stuck in the patches and attacking my MM at range, while the Ninja pets run into fight at melee. This seems to keep most of the damage off my pets. At this point use Epic aoe Immob as needed to keep enemies in place in the patches If enemies begin to escape patches, then you kite to the side of the patch using Provoke to get them to chase you back into the patch to their doom... I'm having a really tough time settling on Power Pools. I think I simply have to have Manuevers and the Fighting Pool for suvivability. Beyond that Hasten with Global Rech gets Oil Slick cooldown low enough to use every spawn. Medicine would be great for healing away dmg, and topping off pets between mobs. Hover would be very helpful for staying at range against AVs. But I can at most take two of those pools. I'm leaning towards Medicine being the one to give up. It needs 3 powers and even then the animation times of Aid Self and even Aid Other are terrible. Since Aid Other is single target it's much too slow to keep all pets healed in battle. And Aid Self with it's 4.48s animation is even pretty bad for a self-heal. Probably better to accept some pets will die and use Insp combining or Destiny Rebirth for heals. I need to test against some AV fights, as that will be the real struggle.
  12. I can't remember if you get to name your pets for other classes but masterminds get to have a lot of fun naming their pets for sure. I was just going back through old screenshots and found this one. The character's name was Dark Future, and these were her demon pets. I still get a laugh out of telemarketer. Demon summoning/Time manipulation, for those curious. Post your favorites! If you're on windows, I recommend the snipping tool, it's handy for all sorts of things like this!
  13. Hullo! I took a break from CoH, and when I came back I discovered some Mastermind changes had taken place! Yay! At the same time, I noted that the "Go To" command for sending pets to specific places seems to have been altered in a negative way! Oh no! At first I couldn't tell if it was just me, or lag, but recalling my earlier experiences, I'm rather convinced that this issue started occurring following the Mastermind changes that altered Pets' distancing when it comes to moving into melee, or staying at range. I hope others share their experiences, to better isolate when this issue started, and what the effects/solutions might be: Fine Tuned Pet Movement using the 'Go To' command is a non-essential, but high value ability. It allows players to maneuver their pets in more complex ways, whether getting them in/out of rooms within the tight hallways of an Office tileset, place them around corners or in specific areas to avoid aggro, or even move them around for roleplaying purposes. The Accuracy of the Go To command seems significantly reduced now, as indicated by the screenshot mashup found in the Attached Files in this post. If this is being addressed or fixed in the next update that's on Beta right now, awesome! If not, is it something that can be looked into? Many thanks to all you developing staff who are continuing to build this game and make it better for us all. Cheers!
  14. Currently upon changing into defensive stance, or after telling your pets to follow you, they idle and do nothing while the player or themselves take damage. Goto used to help "reset" the ai so they'd fight again.. however now it's very inconsistent. This is the last major "WHY IS THIS HAPPENING" frustrating AI bug with mm's.. afterwards they aren't terrible to play anymore! Let me know if I need to attach anything or whatnot.
  15. This is basically an idea of changing the Mastermind from a supportive ranged DPS to a tanky melee support, focusing on high aggro and working on applying debuffs up close, effectively being an off brand tanker. Of course this sounds weird without any thought into the powersets, which luckily I thought of. Thugs, Beast Mastery, Ninjas, they all work well, just give thugs street fighting or club, beast mastery Savage melee, and ninjas the ninja sword. But that begs the question on what else? I was personally thinking clones (Which could have different edits cosmetically but would have to be as simple as Illusion's clones.), maybe Illusion Mastery, and so forth, they would gain typical mastermind powers geared towards their mobs but their attacks and such would be geared towards debuffs rather than straight damage. With defensive secondary sets that benefit much like a brute's would, and otherwise turn the normally squishy folk into something capable of aggro. Thoughts on this would help, I'd like to see everyone's thoughts on such a idea, and what extra powersets for the primary they could think of.
  16. I figure there's 105 different combos of MM as the game stands currently. What's the worst? By which I mean the least capable, the most horrible to play, the least effective? And why? And why did you play it as long as you did?
  17. I'm tired of listening to my robots as they walk around - not only are they loud, but their noise frequently masks the sound of a "glowie". I seem to recall that if you created a zero byte file, named it something specific, and put it in a specific directory that it would override the default sound for whatever (I used this on a Fire/Devices blaster - on the targeting drone - pre-ED). I would like to do this with whatever sound file is being used for the noise the robots make as they walk/run/whatever.
  18. This is my first post since being back in CoH; so if I'm in the wrong spot, or do something insanely stupid in my build, please take pity on me. 🙂 This is the preliminary build plan for my Robots + Storm Summoning Mastermind. I play in the Rikti Mothership Raids a lot, so this guy is designed for helping push Rikti sitting on the bowl's edge into the bowl so they can be slau.. defeated. It is also setup as a secondary support character. As of this post, the character is level 46. Build Goals Normally I *really* like MASSIVE amounts of global recharge. Unfortunately, I figured out early on that this build does not benefit from that as much as pretty much EVERY build I've done before. So MASSIVE recharge is the default, when everything else is equal. I *think* Damage and Defense should be my primary build goals, with resistance taking a close second. Can you please help me out? Character Plan by Mids' Reborn : Hero Designer 2.6.0.1 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Mastermind Primary Power Set: Robotics Secondary Power Set: Storm Summoning Power Pool: Sorcery Power Pool: Leadership Power Pool: Medicine Ancillary Pool: Mace Mastery Character Profile: ------------ Level 1: Battle Drones (A) Sudden Acceleration - Knockback to Knockdown (3) Superior Command of the Mastermind - Accuracy/Damage (3) Superior Command of the Mastermind - Accuracy/Damage/Recharge (5) Superior Command of the Mastermind - Damage/Endurance/Recharge (5) Superior Command of the Mastermind - Accuracy/Damage/Endurance/Recharge (25) Superior Command of the Mastermind - Recharge/Pet +AoE Defense Aura Level 1: Gale (A) Kinetic Crash - Accuracy/Knockback Level 2: O2 Boost (A) Panacea - +Hit Points/Endurance (7) Panacea - Heal/Endurance (7) Panacea - Endurance/Recharge (9) Panacea - Hea/Recharge (9) Panacea - Heal/Endurance/Recharge Level 4: Mystic Flight (A) Soaring - Endurance/FlySpeed Level 6: Equip Robot (A) Recharge Reduction IO Level 8: Maneuvers (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (25) Red Fortune - Defense/Endurance (27) Red Fortune - Defense/Recharge (27) Red Fortune - Endurance/Recharge (29) Red Fortune - Endurance (46) Red Fortune - Defense/Endurance/Recharge Level 10: Steamy Mist (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (11) Reactive Defenses - Scaling Resist Damage (11) Shield Wall - +Res (Teleportation), +5% Res (All) (13) Gift of the Ancients - Run Speed +7.5% (13) Impervious Skin - Status Resistance (15) Impervium Armor - Psionic Resistance Level 12: Protector Bots (A) Sudden Acceleration - Knockback to Knockdown (15) Expedient Reinforcement - Accuracy/Damage (17) Expedient Reinforcement - Damage/Endurance (17) Expedient Reinforcement - Accuracy/Damage/Recharge (19) Expedient Reinforcement - Endurance/Damage/Recharge (19) Empty Level 14: Injection (A) Dampened Spirits - Recharge Level 16: Freezing Rain (A) Ragnarok - Damage/Recharge (21) Ragnarok - Accuracy/Damage/Recharge (21) Ragnarok - Accuracy/Recharge (23) Ragnarok - Damage/Endurance (23) Ragnarok - Chance for Knockdown Level 18: Spirit Ward (A) Preventive Medicine - Chance for +Absorb (34) Preventive Medicine - Heal (37) Preventive Medicine - Heal/Endurance (37) Preventive Medicine - Endurance/RechargeTime (40) Preventive Medicine - Heal/RechargeTime (43) Preventive Medicine - Heal/RechargeTime/Endurance Level 20: Hurricane (A) Force Feedback - Chance for +Recharge (34) Explosive Strike - Chance for Smashing Damage Level 22: Tactics (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 24: Rune of Protection (A) Steadfast Protection - Resistance/+Def 3% (29) Impervious Skin - Status Resistance (31) Impervium Armor - Psionic Resistance (31) Unbreakable Guard - +Max HP (31) Unbreakable Guard - Resistance Level 26: Assault Bot (A) Sudden Acceleration - Knockback to Knockdown (33) Expedient Reinforcement - Accuracy/Damage (33) Expedient Reinforcement - Damage/Endurance (33) Expedient Reinforcement - Accuracy/Damage/Recharge (34) Expedient Reinforcement - Endurance/Damage/Recharge Level 28: Aid Self (A) Numina's Convalesence - +Regeneration/+Recovery Level 30: Field Medic (A) Recharge Reduction IO Level 32: Upgrade Robot (A) Recharge Reduction IO Level 35: Tornado (A) Sudden Acceleration - Knockback to Knockdown (36) Superior Mark of Supremacy - Damage/Endurance (36) Superior Mark of Supremacy - Accuracy/Damage (36) Superior Mark of Supremacy - Accuracy/Endurance (37) Superior Mark of Supremacy - Accuracy/Damage/Endurance (43) Superior Mark of Supremacy - Endurance/Pet +Resist +Regen Level 38: Lightning Storm (A) Sudden Acceleration - Knockback to Knockdown (39) Decimation - Accuracy/Damage (39) Decimation - Damage/Endurance (39) Decimation - Damage/Recharge (40) Decimation - Accuracy/Endurance/Recharge (40) Decimation - Chance of Build Up Level 41: Scorpion Shield (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (42) Red Fortune - Defense/Endurance (43) Red Fortune - Defense/Recharge (42) Red Fortune - Endurance/Recharge (42) Red Fortune - Defense/Endurance/Recharge (46) Red Fortune - Endurance Level 44: Mace Beam Volley (A) Sudden Acceleration - Knockback to Knockdown (45) Positron's Blast - Damage/Endurance (45) Positron's Blast - Damage/Recharge (45) Positron's Blast - Damage/Range (46) Positron's Blast - Accuracy/Damage/Endurance (48) Positron's Blast - Chance of Damage(Energy) Level 47: Web Envelope (A) Gravitational Anchor - Immobilize/Recharge (48) Gravitational Anchor - Accuracy/Immobilize/Recharge (48) Gravitational Anchor - Accuracy/Recharge (50) Gravitational Anchor - Immobilize/Endurance (50) Gravitational Anchor - Chance for Hold (50) Trap of the Hunter - Chance of Damage(Lethal) Level 49: Power Boost (A) Recharge Reduction IO 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) Celerity - +Stealth Level 1: Supremacy Level 2: Rest (A) Interrupt Reduction IO Level 4: Ninja Run Level 2: Swift (A) HamiO:Microfilament Exposure Level 2: Health (A) HamiO:Golgi Exposure Level 2: Hurdle (A) HamiO:Microfilament Exposure Level 2: Stamina (A) Performance Shifter - EndMod ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 8% Defense(Melee) 5.5% Defense(Smashing) 5.5% Defense(Lethal) 3% Defense(Fire) 3% Defense(Cold) 3% Defense(Energy) 3% Defense(Negative) 3% Defense(Psionic) 3% Defense(Ranged) 18% Defense(AoE) 2.25% Max End 113.8% Enhancement(RechargeTime) 6.25% Enhancement(Max EnduranceDiscount) 54% Enhancement(Accuracy) GrantPower Preventive Medicine (10% chance, if Scourge) 120.5 HP (15%) HitPoints MezResist(Confused) 75% MezResist(Held) 75% MezResist(Immobilized) 75% MezResist(Sleep) 75% MezResist(Stunned) 75% MezResist(Terrorized) 75% 17% (0.28 End/sec) Recovery 160% (5.35 HP/sec) Regeneration 25.25% Resistance(Smashing) 25.25% Resistance(Lethal) 40.25% Resistance(Fire) 40.25% Resistance(Cold) 24.5% Resistance(Energy) 24.5% Resistance(Negative) 26% Resistance(Toxic) 38% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic) 7.5% SpeedRunning ------------ Set Bonuses: Superior Command of the Mastermind (Battle Drones) 4% DamageBuff(All) 24.1 HP (3%) HitPoints 10% Enhancement(RechargeTime) 6% Resistance(Toxic,Psionic), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Defense(AoE) Panacea (O2 Boost) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 10% (0.33 HP/sec) Regeneration MezResist(Repel) 1000% (10% chance) Luck of the Gambler (Maneuvers) 7.5% Enhancement(RechargeTime) Red Fortune (Maneuvers) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Luck of the Gambler (Steamy Mist) 7.5% Enhancement(RechargeTime) Reactive Defenses (Steamy Mist) 0% Resistance(All) Shield Wall (Steamy Mist) 5% Resistance(Lethal), 5% Resistance(Smashing), 5% Resistance(Fire), 5% Resistance(Cold), 5% Resistance(Energy), 5% Resistance(Negative), 5% Resistance(Psionic), 5% Resistance(Toxic) Gift of the Ancients (Steamy Mist) 7.5% SpeedRunning Impervious Skin (Steamy Mist) Status Resistance 7.5% Impervium Armor (Steamy Mist) 6% Resistance(Psionic) Expedient Reinforcement (Protector Bots) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Ragnarok (Freezing Rain) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) Preventive Medicine (Spirit Ward) 2.25% Resistance(Smashing,Lethal), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 15.06 HP (1.88%) HitPoints 3% Resistance(Fire,Cold), MezResist(Immobilized) 5%, MezResist(Held) 5%, MezResist(Stunned) 5%, MezResist(Sleep) 5%, MezResist(Terrorized) 5%, MezResist(Confused) 5% 3.75% Enhancement(EnduranceDiscount) 8.75% Enhancement(RechargeTime) GrantPower Preventive Medicine (10% chance, if Scourge), GrantPower Preventive Medicine (if Scourge) Steadfast Protection (Rune of Protection) 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic) Impervious Skin (Rune of Protection) Status Resistance 7.5% Impervium Armor (Rune of Protection) 6% Resistance(Psionic) Unbreakable Guard (Rune of Protection) 2.5% Enhancement(EnduranceDiscount) 60.24 HP (7.5%) HitPoints Expedient Reinforcement (Assault Bot) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 3% DamageBuff(All) 6.25% Enhancement(RechargeTime) Superior Mark of Supremacy (Tornado) 10% Enhancement(RechargeTime) 15% Enhancement(Accuracy) 5% Defense(Melee), 2.5% Defense(Lethal), 2.5% Defense(Smashing) 4% (0.07 End/sec) Recovery 15% Resistance(All), 150% (5.02 HP/sec) Regeneration Decimation (Lightning Storm) 1.5% Resistance(Energy,Negative), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 9.04 HP (1.13%) HitPoints 2.25% Max End 6.25% Enhancement(RechargeTime) Luck of the Gambler (Scorpion Shield) 7.5% Enhancement(RechargeTime) Red Fortune (Scorpion Shield) 1.5% Resistance(Smashing,Lethal), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 1.5% Resistance(Fire,Cold), MezResist(Immobilized) 2.5%, MezResist(Held) 2.5%, MezResist(Stunned) 2.5%, MezResist(Sleep) 2.5%, MezResist(Terrorized) 2.5%, MezResist(Confused) 2.5% 2% DamageBuff(All) 5% Enhancement(RechargeTime) Positron's Blast (Mace Beam Volley) 2.5% (0.04 End/sec) Recovery 2.25% Resistance(Fire,Cold), MezResist(Immobilized) 3.75%, MezResist(Held) 3.75%, MezResist(Stunned) 3.75%, MezResist(Sleep) 3.75%, MezResist(Terrorized) 3.75%, MezResist(Confused) 3.75% 9% Enhancement(Accuracy) 6.25% Enhancement(RechargeTime) Gravitational Anchor (Web Envelope) 4% (0.07 End/sec) Recovery 6% Resistance(Fire,Cold), MezResist(Immobilized) 10%, MezResist(Held) 10%, MezResist(Stunned) 10%, MezResist(Sleep) 10%, MezResist(Terrorized) 10%, MezResist(Confused) 10% 15% Enhancement(Accuracy) 10% Enhancement(RechargeTime) | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| 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  19. Last night I had an idea, as I was playing and thought about NBC's Heroes. Remember Ando? How he could boost people's powers? This is a very rough idea, and I'm totally open to different ideas. Note the numbers after the placeholder power names are what level they would be available on either a primary or secondary for the power set concept. Erratic Amplification 1 1 Ranged Foe, -Max HP, -ToHit, Special(+Damage) Amplified Recovery 1 2 PBAoE, Ally +Regen, +Recovery, +Recharge Amplified Pain 2 4 Toggle: PBAoE Foe (-Defense, -Resistance, -Regen) Amplify Ally 6 10 Ally +Power Boost (similar to Empath Fort) Amplify Self 8 16 Self +Power Build Up Amplified Travel 12 20 PBAoE Team, +Max Movement Speed (run, jump, flight), +Max Teleport Range, +Special (Recall Friend/Shadow Recall act similar to ATT) Amplification Aura 18 28 Toggle: PBAoE Team, +Special (weaker toggle version of Power Boost) Amplified Inspiration 26 35 Ally, +Special (Boosts inspirations used on individual) Ultimate Amplification 32 38 PBAoE, Team +Special (Team Ultimate Inspiration), lasts 15 seconds, 10 minute recharge I was trying to think how we could get something rather unique as far as a support set could go, and thought this could be conceivably a cool idea. I haven't figured out what potential buff/debuff numbers necessarily could be aside of the tier 9 as that's fixed but duration/recharge is up for discussion on that one. Every Hiro needs an Ando.
  20. Before I begin a little disclaimer: I am well aware of just how absurd the amount of work that would have to go into creating any new mastermind sets. I am also aware that I am not a balance expert. This is just an idea for fun! A scientist toiled away in their lab for years, yearning to recreate lives long lost. An adventurer exploring vast untouched jungles finds new beasts that slowly become companions. A timetraveller journeyed to the distant past and came back with more than they should have. Frozen in ice a much less.. Or perhaps differently evolved human is thawed out along with their 'pack'. A sorcerer expelling the circle of thorns from yet another ruined temple finds a curious set of eggs. Dinosaur Masterminds. A cousin to beast mastery with a bit more scales and maybe as many feathers. The Powerset: Option 1 Bash: (Melee Single Target, Moderate Smashing) So I literally just want to give this set the option to run around with a caveman club, but that would make two of the mastermind abilities melee by pulling them from the War Mace powerset and I have no idea how well that would play out in game. So I've come up with the caveman-club powers and alternative normally ranged MM powers. Given how melee focused the pets are though, I feel like the club would be fun to use. Option 2 Volcanic Vent: (Ranged Single Target, Minor Fire, minor fire DoT) You tap into the geothermal power of the earth and release a stream of hot gasses on a single target. Deals minor fire damage and minor fire DoT. Raptor Pack: You command up to three Utahraptors at once. The raptors are intelligent, fast, and lethal operating as a malicious unit of teeth and claws. Although there is no hierarchy among the raptors they do flourish with numbers and gain a stacking buff to their movement speed and tohit based on how many raptors are nearby. Raptor abilities: Resistance (Resist Lethal, fire, toxic. Def Psionic. Sleep, endurance drain protection) Raptors hard scales and cooldblooded nature grant a resistance to lethal, fire, and toxic. Their primitive minds also mean psionic attacks are less likely to affect them. Raptor Claws (Melee, Moderate Lethal, High Lethal DoT, Slow) Raptors strike with their powerful claws, causing bleeding and hindering their prey. Gnash (Melee, High Lethal) Raptors bite at their prey. Option 1 Jawbreaker: (Melee single target, high Smashing, knockup) Potentially at reduced damage, but the Jawbreaker ability for its knockup. Option 2 Lava Plume: (Ranged Single target, High fire, low fire DoT, knockup) You release a plume of lava on a single target, dealing high fire damage, low fire DoT, and knocking up the target. Evolution: Your dinosaurs adapt to the city's environments. Raptors gain: Feast (Defeated foe, aoe heal over time, +speed, slow resist) Raptors will devour any meal they can. Defeated foes can be feasted on by the pack to recover health over time and grant a burst of speed and slow resist. This ability only affects Raptors and can only stack twice while additional applications refresh the duration. Raptors will naturally seek out meals if set to aggressive and not already on a target, but can also be directed to feast on defeated foes by using attack target command. Pounce (Ranged single target, shortrange teleport to target, high lethal damage, moderate lethal DoT) Raptors can pounce onto their prey, attempting to rip it apart. Triceratops gains: Thrash (PBAoE, Moderate Smashing, knockdown, stun) Triceratops thrashes its heavy body about, smashing and knocking down any enemies close enough to be hit and stunning them. Bellow (PBAoE taunt +damage to allies per nearby enemy) Triceratops bellows loudly drawing the attention of all nearby enemies. The show of defiance encourages his allies buffing their damage more the worse the odds seem. Caps at 10 enemies. Pteranodon gains: Shout (Ranged single target, heavy smashing/energy, -resistance) Pteranodon blasts their foe with a tremendous shout, damaging and reducing their resistance. Aero Burst (Targeted AoE, foe -tohit, -damage) Pteranodon dives towards its enemies, breaking the sonic barrier at the lowpoint of its swoop. Aero Burst impairs the hearing and sight of all enemies in the area and creates strange airflows temporarily reducing the impact of all their abilities. T-Rex gains: Tailswipe (PBAoE High Smashing, knockback) The T-Rex spins around, swiping with its tail, knocking back all nearby enemies and dealing massive smashing damage. Devouring Maw (Single target Melee, extreme lethal/toxic, Special) The T-Rex attempts to devour a target. Regardless of success, it deals extreme lethal and toxic damage. If this ability defeats the foe the enemy ragdoll is immediately vanished. If you tell your T-Rex to attack a defeated target they will devour them if this ability is not on cooldown, granting a sizable heal for your T-rex based on target rank and AoE endurance discount for your pets. Option 1 & 2 Tar Pit: (Either PBAoE or Location Based AoE, Moderate Fire DoT, Slow, -Jump) You strike the ground and create a tarpit at your location. Enemies within the pit will suffer moderate fire damage over time, a large slow, and be unable to jump. Wide PBAoE Alternative would be the same ability but location-target AoE much like Whirlpool. Jurassic Beasts: You command a protective triceratops (level 12) and aggressive pteranodon. Your Triceratops is a bulky machine of war acting to protect its kind, while your ptera keeps watch over the battlefield able to strike swiftly and identify weaknesses. Trike: Resistances (+Max HP, Resist smashing, lethal, fire, cold, toxic. Defence melee, ranged, aoe, Psionic. Hold, stun, knockback, immobilize protection) Triceratops is a tough and naturally amoured creature. Headbutt (Melee, High Smashing, knockback, chance to stun) Triceratops bashes an enemy with great force, knocking them back and potentially stunning them. Grant Cover (Toggle AoE Defence ranged, melee, AoE) Triceratops will protect those close to it, using its shield-like body to keep other dinosaurs and its master safe. Pteranodon: Resistances (Self fly +Ranged and AoE defence while flying, Resist Lethal, Fire, cold, toxic. Defence, Psionic. Sleep protection. Stun, immobilize resistance) Pteranodon can naturally fly and will only land if told to or brought down by enemy abilities. They are also agile in the air, able to dodge ranged attacks easily. Divebomb (Melee with high base range, Extreme Lethal, Knockdown, -Fly, -Defence -Resist) Pteranodon quickly divebombs a target catching it offguard and lowering its defences. If the target is in the air the Ptera will attempt to knock it out of the skies. Shriek (Ranged single target, minor smashing/energy damage -resist) Pteranodon lets forth a quick shriek, lowering the target's damage resistance. Bird's Eye (Targeted AoE, -Resist, -Defence) Pteranodon is an experienced hunter able to identify weakness in its prey. They can call out these weaknesses to their pact, This ability will have a reduced effect on enemies surrounding the primary target. Fossilization: You select one of your dinosaurs to be covered in hot melting tar, granting them a damaging aura (Fire) that also reduced enemy speed, recharge, and range. The range debuff lasts significantly longer. Tyrant Rex: The ground shakes at the footsteps of the king of all dinosaurs. A terrifying T-Rex is under your command looking for any excuse to rampage across the city. Rex: Resistance (Resist Smashing, Lethal, Fire, Toxic. Defence Psionic. Protection for Fear, Immobilize, knockback. Resistance to slow and holds) Through sheer size, strength, and refusal to die the T-Rex is a durable monster. Roar (Cone Fear, moderate Toxic DoT) T-rex roars in a display of dominance. Most foes will experience terror and the spit from the t-rex is like caustic acid. Chomp (Melee cone, high lethal, high lethal DoT, Chance for toxic DoT) T-rex chomps down on as many foes it can fit into its jaws causing extreme lethal damage and bleeding over time. The caustic saliva may also cause additional toxic damage. Extinction: Rapid evolution has dramatically changed your dinosaurs into brutal crime fighting/doing machines. Raptors gain: Clever Pack (Toggle, Self+ Stealth, +Defence, Self +Special) Raptors are hunters not by size but by skill and intelligence for their time. Your raptors have evolved to understand modern times and are adapt in their new environments. Out of combat raptors will have a reduced threat level, will be stealthed and difficult to detect but not impossible, and granted an out of combat defence bonus. In combat they will lose most of these bonuses. Raptors striking from out of combat will deal additional lethal damage and grant themselves and all other raptors a stack of "Surprise". Each stack of surprise will reduce the recharge of their abilities by 20% for its duration as well as reduced casttimes. (Not sure if pets are capable of being coded for this, if not then each stack increases their damage and accuracy by X%) Triceratops gains: Stampede (Targeted AoE teleport, high smashing damage, knockdown) Triceratops stampedes to a target location, dealing high smashing damage and knocking down all foes. Determined to Survive (Self +Absorb) Triceratops's bone and carapace have adapted to quickly regenerate extra mass in times of stress, acting as an extra shield. Pteranodon gains: Aero Rush (Targeted AoE, High Smashing/Energy DoT, -Resist) Pteranodon's wings have developed allow it to swoop down and create a vortex of wind shredding apart foes and tearing down their resistances. Ancient Song (Single target ranged, -Damage -Secondary effect -Special, Chance to confuse) Pteranodon's vocal cords have specialized to create unique songs capable of reducing the effectiveness of many attacks. This song can also be disorienting and confuse a target. T-Rex gains: Tyrannical Flames (Short ranged AoE high fire/toxic, minor fire DoT) The caustic saliva of the T-Rex has become highly flammable, and something in the beast has begun to ignite it. The T-Rex is capable of lobbing a short ranged ball of acid and fire at a target causing high fire/toxic damage and minor fire over time damage. Meteor Bite (Single target Melee Extreme Lethal/Fire, Hold) The T-Rex fills its mouth with flame and viciously bites its foe. The fumes of the burning saliva can leave survivors choking.
  21. Frankly, I just think this is a fun idea. Being a mastermind is like controlling an army. As you level up your powers grow and you gain more pets to become apart of your squadron. Having custom pet descriptions will allow you to live out that fantasy better and having every member in your army having their own background that you created that others can see. If you don't pick out your descriptions it will be the uncustomized one the devs created in the first place. While you play the game, seeing other masterminds with their custom pet descriptions would be a fun new addition. What do you think of the idea? Should this idea be edited? If so how? I am open to see other ideas and edits of this idea in the replies of this topic.
  22. ~From Pets & Henchmen Thread~ But as end tier material should be observed separately, let's look at the mastermind shortcomings with clarity. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and would probably cause problems anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else.
  23. This thread will focus on PvP related issues to the mastermind. Note that PvP specific simply means ONLY an issue in PvP, and not that the other listed are not able to improve PvP upon revisitation. 1) Squishiness a) Player Health Weakness* Prevents player from moving away from pets b) Pet Vulnerabilities Allows pets to die easily regardless of context (see 2a,2b) and thus kills the Player c) Pet Wandering after damage Causes Player to issue commands, resetting pet aggressiveness and permitting additional damage, or simply leaves Player open to damage 2) Pet Squishiness a) Inherent Resistances Leaves pets highly vulnerable to certain types of damage b) Pet Health Makes pets extremely prone to sudden death beyond Supremacy radius Leaves pets vulnerable to burst damage death c) Pet Level Leaves pets vulnerable to damage, low health, lower damage, causes various issues as expected of color cons d) Pet Threat Level* Leaves pet(s) prone to immediate death from stronger enemies 3) PvP Specific a) Summon Recharge Time* Leaves Player vulnerable to damage after quick pet death b) Supremacy Induced Slowness Prevents player from pursuing a moving target at all without risk of two shot, supporting traveling team; must be very near slow pets c) Pet Movement Speed Prevents pets from keeping up with Player attempting to pursue or travel, prevents pets from being able to do damage to moving targets. Starred (*) issues are from my perspective inherent to the balance and theme of the archetype, and were only listed for reference. I want to pitch a few possibilities to the bigger issues. Increasing Pet Level (Issues 2a,2b,2c) This addresses 3 issues by increasing pet combat attributes accordingly. Pets at lower levels especially will die very quickly when tossed into a hoard, and should be AT LEAST Player level. They do poorly versus higher ranked enemies. Related to that, Increasing Pet Rank (2a,2b,2c) Increasing the t8 henchmen or others to pet rank strength would probably solve these issues, but I don't feel too safe on this one. Increasing Pet Benefits To Buffs (2a,1b) What I had in mind for this was an effect similar to Support Hybrid Incarnate Power. We could raise the base resistances of pets, but that wouldnt be thematic and wouldnt help much anyhow. In PvP, this would be similar to a power like Tough, where protection from everything is added. For instance, in PvP giving your henchmen Thermal Radiations Plasma Shield would provide resistance to everything, or Cold Dominations Glacial Shield would offer Elusivity and/or defense to all. Thematically? Increase Pet Movement Speed (3b,3c) This one could be done just by doing exactly as the subtitle states, but I also think that it would be cool to see henchmen bust out a thematic travel power once the attack target or owner gets a certain distance away ( zombies emerge from ground closer to target, Mercs get out jetpack , robots fly, demons and thugs might just charge) to make up ground. I would like to hear how many of these seem like legitimate issues or solutions to everyone else, as well as other problems that are observed. It isn't often there are acknowledged PvP threads.
  24. 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!
  25. 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.
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