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Posted

I just checked this thread out now.  

 

The Force Feedback proc in Battles Drones is no bueno.  Maaaaybe it will have a chance to proc for you when you summon the pets.  It will never proc for them.  

 

The Miracle and Numina uniques will give YOU those buffs for 120 seconds after you summon the Maintenance Drone.  If your intent is to spam the drone every 120 seconds, then you'll be able to keep the buffs up but if you don't then you'll lose those buffs.

 

The Pana proc in Upgrade has a chance to fire on the bots when you use Upgrade or zone (after having previously used Upgrade).  Never again, otherwise.  

 

That's the glaring stuff.

 

My 2 inf kind of feedback - if this is intended for a "stand off" play style, then Thunderstrike isn't what you're looking for.  It's a melee attack that takes you into the thick of things   Personally I view Force Bomb as a no-skip power in FF now.  AOE -res, mitigation and procability make it a must have for any FF user of mine.

 

11 points of kb protection is... a lot.  If you're that risk averse to being KBd, so be it but I tend to be quite content with 4 on MMs.

 

Real subtle thing but if I'm 2 slotting Damping Bubble I'm pairing the Defense piece with Def/Recharge (not Def/End) to give higher uptime while moving spawn to spawn.

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Posted

This is useful and enlightening and I clearly don't understand Procs as well as I thought I did

 

Are you suggesting I should load my health with the Procs and eschew the set bonuses?

 

I took Thunderstrike in that build because although I'm going for a "Stand Off" build I'm very aware that even the best defences will be breached at some stage and I have no meaningful CQC damage. Kick, GSA and the other prestige melee attack (name eludes me right now becuase I've never liked it) are not enough when the manure impacts the thermantidote!

 

Most of those KBs came almost naturally in the build. I didn't purposefully factor them in but I will take on board what you suggest and refactor.

 

 

All the best chemistry jokes argon

 
Posted
24 minutes ago, Scarlet Shocker said:

This is useful and enlightening and I clearly don't understand Procs as well as I thought I did

 

Are you suggesting I should load my health with the Procs and eschew the set bonuses?

 

I took Thunderstrike in that build because although I'm going for a "Stand Off" build I'm very aware that even the best defences will be breached at some stage and I have no meaningful CQC damage. Kick, GSA and the other prestige melee attack (name eludes me right now becuase I've never liked it) are not enough when the manure impacts the thermantidote!

 

Most of those KBs came almost naturally in the build. I didn't purposefully factor them in but I will take on board what you suggest and refactor.

 

Agree with Hedgefund2, put the health procs in Health.  Also, I too, with my non-Melees, only aim for 4 pts KB, it's more than enough especially for DEF-based characters. 

 

Disagree on the Melee Defense vs. Ranged Defense - very little is going to get into Melee with you, based on Flight plus Repulsion Field plus the Pets grabbing aggro. Ranged is more important. That said, you should end up capped vs. All positions and I haven't actually gone into your build. I will post mine today. Perhaps it will help. 

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@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted (edited)

This is my recent respec build, currently I sit at 56% Ranged Defense, 44% Melee and 47% AOE Defense Resists are 49% S/L and 42% E.

 

Endurance is not a problem, at all (Accolades are required for best performance). End use (Recovery is 3.19/ sec plus Perf. Shifter proc) is a net gain even if you have Group Fly and Repulsion Field if you only apply attacks to keep debuffs up. If you want to spam an attack chain (no reason why, but if you wish), then turn one or both off. I use Group Fly and Repulsion Field situationally myself, putting them up when needed. And glad to have them. You also have a 10% Endurance Discount from set bonuses. 

 

This includes Muscular Total Radial Revamp for the Alpha (for +Dam/End Mod).

 

I dropped Medicine. Better to chew a green and an orange in combo to avoid incoming damage, and if needed, pop PPF if for some reason you are taking aggro. Medicine pool really doesn't cut it if you are really being hammered. PFF also is a great aggro breaker and a 'stealth' power, as you can run through mobs they will fire off a shot, then ignore you if you didn't attack them (which you can't/wont'). 

 

I dropped Electric Fences, mostly because it was to counter the old KB, and I found on occasion the few runners I just didn't care about. There is a lot of Knockdown in this build and you can also position with Repulsion Field in some maps (results vary with practice). Mu shield is the best armor for general end game IMO because you're touching 50% resists vs. the three most likely damage types. Screw the ITF, though lol. But still. Great armor. Remember, in worse case scenarios, your pets are bubbled and you can turtle up in PFF until you recover. 

 

Assault bot still has a mag 10 KB in swarm missiles so I still kept the KB to KD proc in Assault Bot. 

 

Force Bomb and Photon Grenade are a good stun stacking double whammy to groups when they do fire off.

 

Repulsion Bolt for hard targets - to KB them into corners (if susceptible) and to -Resist them. 

 

Force Bomb for general/group play - KD for crowd control, and for -Resist for 30 seconds. The proc for extra damage is a perk. 

 

Pulse Rifle Blast - for a little extra DPS and -200% Regen for hard targets. I took this because I didn't have an extra slot to mitigate the KB in the other pulse rifle power

 

Photon Grenade - for the -Resist Annihilation Proc (should go off 90% of the time) , and another -200% Regen for hard targets. I just couldn't/wouldn't fit in another of the attacks to get the last regen debuff, so I max out at -400% Regen, but that's my take. 

 

Maintenance Drone is a godsend, really helps keep the bots up and fighting, with the Prot bots doing spot healing now and again. I never needed Heal Other like I used to back in Live. 

 

You can take any Destiny you like. You have a lot of freedom. 

 

The Build: Robotics / Force Field / Mu Mastery Tanky-as-heck Mastermind:

Spoiler

Mechanista - Villain Mastermind
Build plan made with Mids Reborn v3.7.14 rev. 3
──────────────────────────────

  • Primary powerset: Robotics
  • Secondary powerset: Force Field
  • Pool powerset (#1): Flight
  • Pool powerset (#2): Leadership
  • Pool powerset (#3): Experimentation
  • Pool powerset (#4): Fighting
  • Ancillary powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Battle Drones

  • A: Nucleolus Exposure
  • 9: Nucleolus Exposure
  • 9: Blood Mandate: Accuracy/Damage/Endurance
  • 11: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 11: Call to Arms: Defense Bonus Aura for Pets
  • 13: Edict of the Master: Defense Bonus

Level 1: Deflection Shield

  • A: Red Fortune: Defense/Endurance
  • 13: Red Fortune: Defense/Recharge
  • 15: Red Fortune: Endurance/Recharge
  • 15: Red Fortune: Defense/Endurance/Recharge
  • 17: Red Fortune: Defense
  • 17: Red Fortune: Endurance

Level 2: Repulsion Bolt

  • A: Invention: Accuracy

Level 4: Insulation Shield

  • A: Red Fortune: Defense/Endurance
  • 19: Red Fortune: Defense/Recharge
  • 19: Red Fortune: Endurance/Recharge
  • 21: Red Fortune: Defense/Endurance/Recharge
  • 23: Red Fortune: Defense
  • 23: Red Fortune: Endurance

Level 6: Equip Robot

  • A: Invention: Resist Damage

Level 8: Hover

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 25: Kismet: Accuracy +6%
  • 25: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
  • 27: Blessing of the Zephyr: Knockback Reduction (4 points)

Level 10: Fly

  • A: Winter's Gift: Slow Resistance (20%)

Level 12: Protector Bots

  • A: Nucleolus Exposure
  • 29: Nucleolus Exposure
  • 29: Blood Mandate: Accuracy/Damage/Endurance
  • 31: Invention: Defense Buff
  • 31: Sovereign Right: Resistance Bonus
  • 31: Expedient Reinforcement: Resist Bonus Aura for Pets

Level 14: Group Fly

  • A: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
  • 27: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance

Level 16: Personal Force Field

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 18: Maintenance Drone

  • A: Preventive Medicine: Heal
  • 34: Preventive Medicine: Heal/Endurance
  • 34: Preventive Medicine: Endurance/RechargeTime
  • 36: Preventive Medicine: Heal/RechargeTime
  • 36: Preventive Medicine: Heal/RechargeTime/Endurance

Level 20: Dispersion Bubble

  • A: Red Fortune: Defense/Endurance
  • 21: Red Fortune: Defense/Recharge
  • 33: Red Fortune: Endurance/Recharge
  • 33: Red Fortune: Defense/Endurance/Recharge
  • 33: Red Fortune: Defense
  • 34: Red Fortune: Endurance

Level 22: Assault Bot

  • A: Nucleolus Exposure
  • 36: Nucleolus Exposure
  • 37: Sudden Acceleration: Knockback to Knockdown
  • 37: Superior Mark of Supremacy: Accuracy/Damage/Endurance
  • 37: Superior Mark of Supremacy: Endurance/Pet +Resist +Regen
  • 39: Superior Command of the Mastermind: Recharge/Pet +AoE Defense Aura

Level 24: Repulsion Field

  • A: Invention: Endurance Reduction

Level 26: Upgrade Robot

  • A: Invention: Healing

Level 28: Force Bomb

  • A: Bombardment: Chance for Fire Damage
  • 50: Bombardment: Accuracy/Recharge/Endurance
  • 50: Bombardment: Accuracy/Damage/Recharge

Level 30: Damping Bubble

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 32: Maneuvers

  • A: Red Fortune: Defense/Endurance
  • 39: Red Fortune: Defense/Recharge
  • 39: Red Fortune: Endurance/Recharge
  • 40: Red Fortune: Defense/Endurance/Recharge
  • 40: Red Fortune: Defense
  • 40: Red Fortune: Endurance

Level 35: Tactics

  • A: Gaussian's Synchronized Fire-Control: To Hit Buff
  • 42: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
  • 42: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
  • 42: Gaussian's Synchronized Fire-Control: Recharge/Endurance
  • 43: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
  • 43: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 38: Charged Armor

  • A: Gladiator's Armor: TP Protection +3% Def (All)
  • 43: Gladiator's Armor: End/Resist
  • 45: Steadfast Protection: Resistance/+Def 3%
  • 45: Steadfast Protection: Resistance/Endurance

Level 41: Pulse Rifle Blast

  • A: Gladiator's Javelin: Accuracy/Endurance/Recharge
  • 45: Gladiator's Javelin: Accuracy/Damage
  • 46: Gladiator's Javelin: Accuracy/Damage/End/Rech
  • 46: Gladiator's Javelin: Chance of Damage(Toxic)

Level 44: Photon Grenade

  • A: Annihilation: Accuracy/Damage
  • 46: Annihilation: Damage/RechargeTime
  • 48: Annihilation: Accuracy/Damage/RechargeTime
  • 48: Annihilation: Accuracy/Damage/Endurance
  • 48: Annihilation: Accuracy/Damage/Endurance/RechargeTime
  • 50: Annihilation: Chance for Res Debuff

Level 47: Evasive Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed


──────────────────────────────

Inherents:

Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 1: Supremacy


Level 2: Rest

  • (Empty)

Level 1: Swift

  • (Empty)

Level 1: Health

  • A: Miracle: +Recovery
  • 5: Numina's Convalesence: +Regeneration/+Recovery
  • 5: Panacea: +Hit Points/Endurance
  • 7: Preventive Medicine: Chance for +Absorb

Level 1: Hurdle

  • (Empty)

Level 1: Stamina

  • A: Invention: Endurance Modification
  • 3: Performance Shifter: EndMod
  • 3: Performance Shifter: Chance for +End
  • 7: Power Transfer: Chance to Heal Self

Level 10: Afterburner


 

 

And here is a Mid's Data Chunk:

Spoiler

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Edited by Force Redux

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted
3 hours ago, Scarlet Shocker said:

I clearly don't understand Procs as well as I thought I did

Don't beat yourself up over that.  They're confusing in the first place,  Does it have a "chance to" based on PPM and the probability formula for click powers?  For toggles/pseudopets?  Does it work for 120 seconds after activation?  Is it always active?  These are all options just within the heal IO sets.  Then the complexity compounds with pet upgrades for MMs.  Some upgrades inherit the procs.  Some don't.  Some... might?   Frankly I always start from scratch on those and make a build on test to make sure things behave the way I believe they should.

 

3 hours ago, Scarlet Shocker said:

Are you suggesting I should load my health with the Procs and eschew the set bonuses?

 

No, I wasn't making any suggestions other than to just let you know you wouldn't be getting the results you expected.  If I were to make a suggestion it would be to move  your 6 slots of PrevMed to Maint Drone then use whatever procs you want in health.  Personally I tend to skip Miracle unless I have an endurance problem and I rarely have that kind of endo issue that merits a Miracle.

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Posted

I don't think you can rely on Vengeance having a 100% uptime. Personally I much prefer a sure softcap by taking Weave instead of an intermittent surplus. Putting Gaussian in tactics also seems like bit of a waste for MMs, what with only having 2 attack, both of which are more utility based than meant for doing damage. 6-slotting Maintenance drone would have given more recharge and PM would still function as if it were slotted in a passive.

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Posted (edited)
22 minutes ago, TooManyButtons said:

I don't think you can rely on Vengeance having a 100% uptime. Personally I much prefer a sure softcap by taking Weave instead of an intermittent surplus. Putting Gaussian in tactics also seems like bit of a waste for MMs, what with only having 2 attack, both of which are more utility based than meant for doing damage. 6-slotting Maintenance drone would have given more recharge and PM would still function as if it were slotted in a passive.

 

Correct me if I'm wrong, but Gaussian's procs off of pets, too. Which makes the proc more handy for MMs. Also ensures your pets aren't whiffing vs. Arachnos who can debuff.  In my build, the set bonus for Gaussian's also helps get to end cap without yet another toggle. I consider Tactics an essential on MMs to counter various to hit issues. So for Tactics vs. Weave (both toggles) you get %Proc for you/and pets, increased tohit, debuff resistance and 2.5 Defense vs All compared to Weave's self-only DEF buff (about 5% slotted?).  Just my 2 inf. 

Edited by Force Redux

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted
8 minutes ago, Force Redux said:

 

Correct me if I'm wrong, but Gaussian's procs off of pets, too. Which makes the proc more handy for MMs. Also ensures your pets aren't whiffing vs. Arachnos who can debuff.  In my build, the set bonus for Gaussian's also helps get to end cap without yet another toggle. I consider Tactics an essential on MMs to counter various to hit issues. So for Tactics vs. Weave (both toggles) you get %Proc for you/and pets, increased tohit, debuff resistance and 2.5 Defense vs All compared to Weave's self-only DEF buff (about 5% slotted?).  Just my 2 inf. 

You should definitely take Tactics for all the reasons you mentioned. I'm just saying that a build up for MMs is kinda like putting lipstick on a pig. Our attacks are crummy and their usefulness relies mostly on the utility they bring. For Robotics, it's their huge -regeneration debuff. You can easily get 2.5% defense by taking Combat Jumping.

Posted
13 minutes ago, TooManyButtons said:

You should definitely take Tactics for all the reasons you mentioned. I'm just saying that a build up for MMs is kinda like putting lipstick on a pig. Our attacks are crummy and their usefulness relies mostly on the utility they bring. For Robotics, it's their huge -regeneration debuff. You can easily get 2.5% defense by taking Combat Jumping.

 

Indeed. Thankfully the pets will benefit, because yeah the attacks themselves are good for the debuffs and the set bonuses.

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted
49 minutes ago, Scarlet Shocker said:

Does Veng work on pets? My understanding was that it did not.

 

You can't cast Vengeance on a dead henchman. 

 

Regarding henchmen Slotting and Accuracy Requirements, can look here and here but the short version is to Frankenslot and Take Tactics and Research what pets make the best use of what procs.

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Posted
18 hours ago, Force Redux said:

 

Correct me if I'm wrong, but Gaussian's procs off of pets, too. Which makes the proc more handy for MMs. Also ensures your pets aren't whiffing vs. Arachnos who can debuff.  In my build, the set bonus for Gaussian's also helps get to end cap without yet another toggle. I consider Tactics an essential on MMs to counter various to hit issues. So for Tactics vs. Weave (both toggles) you get %Proc for you/and pets, increased tohit, debuff resistance and 2.5 Defense vs All compared to Weave's self-only DEF buff (about 5% slotted?).  Just my 2 inf. 

 

The Gaussian's %BuildUp will fire more often when surrounded by allies/henchmen/pets, but it is still only doing anything for the MM's attacks... and with so few actual attacks (with already poor scales) that %BuildUp isn't doing much for total DPS. More yes, but ultimately not much. The AT that benefits more from the slotting of the %BuildUp in something like Tactics is a VEAT, especially solo Crabberminds... those guys have solid Damage Scales, and more attacks, so %BuildUp goes a LOT further.

 

Tactics is a one-slot wonder for MMs (+ToHit/Endurance Reduction), with maybe a second slot if you wantt to include the +Perception piece.

 

The real use of %BuildUp is via the Soulbound Allegiance piece, I put it in the T1s. Each of the three will have it fire, very reliably, and with level shifts they need it the most.

 

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Posted
3 hours ago, Maelwys said:

 

You can't cast Vengeance on a dead henchman. 

 

Regarding henchmen Slotting and Accuracy Requirements, can look here and here but the short version is to Frankenslot and Take Tactics and Research what pets make the best use of what procs.

 

+1, and +1.

 

Robotics doesn't have a lot of places to put the henchmen/pet globals... and since Mark of Supremacy really ought to be 3x 2-slotted, That leaves 4-slots in each. T3 gets 4xCommand of the Mastermind, which leaves only 4-slots.... and the T1/T2 need some Accuracy/Damage so if I have another power that can take the recharge intensive pet pieces I can fit the %smashing Explosive Strike in the T1s.... this piece does help but it is only noticeable on long fights.

Posted
3 hours ago, tidge said:

 

The Gaussian's %BuildUp will fire more often when surrounded by allies/henchmen/pets, but it is still only doing anything for the MM's attacks... and with so few actual attacks (with already poor scales) that %BuildUp isn't doing much for total DPS. More yes, but ultimately not much. The AT that benefits more from the slotting of the %BuildUp in something like Tactics is a VEAT, especially solo Crabberminds... those guys have solid Damage Scales, and more attacks, so %BuildUp goes a LOT further.

 

Tactics is a one-slot wonder for MMs (+ToHit/Endurance Reduction), with maybe a second slot if you wantt to include the +Perception piece.

 

The real use of %BuildUp is via the Soulbound Allegiance piece, I put it in the T1s. Each of the three will have it fire, very reliably, and with level shifts they need it the most.

 

 

Ah, duly noted, ty Tidge. 

 

Well, with that perk erroneously re-considered, I'll take slots out and redistribute. Good to know. TY.

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

Posted

Well, I think I was looking back at the Enforcers from Thugs, which did have an interaction with Tactics.

 

I pulled slots and rejiggled things, managed to stick the Soulbound Allegiance in T1 bots by removing KB converter proc in AssBot, which means I now have electric fences for KB control on anything he hits with swarm missiles (kind of my old setup). Did have a few more slots for proc opportunities with Force Bomb, though. That's a perk. Ty. I'll post an updated build later if anyone wishs. 

@Force Redux on Everlasting

----- (read my guide) -----

Gather the Shadows: A Dark Miasma Primer for Masterminds

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