Gentoo Posted August 12, 2019 Posted August 12, 2019 (edited) I almost exclusively play Controllers and Defenders because I feel there is a lot of variety in those sets. I've played blasters, scrappers, tanks, brutes, and masterminds, but kind of felt that once I played one, I played them all. There didn't feel like a lot of variety of plastyle in them. So that said, Masterminds.... what are the unique ways to play them? There is the petless MM of course. That's a fun challenge, but been there and tried it. It didn't give me anything new or different to do or try, just a gimped out defender really. Anybody have any other ideas? I don't care if my character has great trouble fighting blues and greens, or if there is no or little XP to be gained, or if others laugh at my choice. I just want to try some new gamestyles because everything starts to feel so much the same. My last discovery was the Mind/Poison controller plus TP Foe, which allowed me to get entire missions full of enemies to kill each other except for the very last guy at the end who I tried to find creative ways to kill indirectly. A Kin/electric defender was another fun build; sapper. So was an Illusion/Traps controller (ten million pets without being an MM). Maybe a zombies or ninjas MM with heavy recharge on the resumon power so I can shoot minnions like bullets of constant cannon fodder? Is that doable? I know traps (was it?) can even let me make them explosive? Other ideas? Standard bots/FF stand there and destroy everything with ease while you eat a ham sandwich doesn't interest me. Edited August 12, 2019 by Gentoo
SmalltalkJava Posted August 12, 2019 Posted August 12, 2019 (edited) I would look at plainguys petless whip only thread. another option is a /kin with kb to Kd io’s in repel and whirlwind. It looks pretty cool and I found it pretty fun. Just semi effective though. You can also do the same knockdown thing with the /FF version of repel and whirlwind. That would give you more defense, but no endurance refill. So 6 in in one half dozen in the other. I love the whirlwind animation. The way the character does a little wind up before it starts. I was trying to think of a secondary with toggle pbaoes to combine with it. That would be. Time, FF, Kin, rad, nature. Maybe more that I can’t think of off the top of my head. Basically spin and Debuff/knockdown as the pets attack in bodyguard mode. I still have to think about a top primary for it. Demons would give resists, bots some defense. Necro last pet has cc that you could proc up for damage procs. Lol. I’m gonna have to brainstorm on this Edited August 12, 2019 by SmalltalkJava Baseline MM Henchmen Defenses and Resist Values MM - Beast Pets - Pet Attack usage and some quick proc testing
kelly Rocket Posted August 13, 2019 Posted August 13, 2019 Honestly I feel there's a ton of variety in Mastermind primaries. A Thugs MM will play very differently from a Ninjas MM, or a Beasts MM, and Necro is just completely different from all the others. Choice of secondary also heavily alters how you play. Even epic pool can completely change your approach, where on most ATs it's just kind of an add-on you don't notice. Do you take Provoke and tank for the pets, or hang back and send them in and just support them from afar? Just that choice there can completely change the play. My Bots/Time and Necro/Dark couldn't be much more different from each other, even though Time and Dark have a fair deal in common. Bots/Time is my MM debuffing and immobilizing the spawn and the Bots unleashing absolute hell AoE damage. MM takes the alpha, but the pets take aggro after that. My Necro/Dark on the other hand, the MM opens with Fearsome Stare and Darkest Night and immediately starts using Provoke to maintain the enemy's attention while the pets very slowly kill everything. On a team, my Bots/Time is a debuffer with pets that help a little if they actually get triggered while he's on bodyguard mode. The Necro on the other hand is basically a CC specialist who also supports a bit. My Thugs/Storm is different from both of those, even though Thugs and Bots are sort of similar in a lot of ways. Requires more attention and care, and if I slip up things can go to hell in a handbasket *extremely* quickly.
Coyote Posted August 13, 2019 Posted August 13, 2019 One other idea is to make a melee-centric MM. The MM attacks are weak, and had their Endurance costs increased... but the pool attacks haven't had that. So they do as well with the Fighting Pool as other ATs (which isn't great, but it's probably better than the Primary attacks from Ninjas, Robots, and Mercs). If you take a secondary that works well in melee (maybe Time), you could try a Ninja/Time or Necro/Time MM who fights in melee with them.
biostem Posted August 14, 2019 Posted August 14, 2019 (edited) Make a MM with /traps, /FF, or /Sonic, use the bubble for status protection/defense/resists, then take the fighting pool, combat jumping, acrobatics, and perhaps air superiority from flight and/or one of the pseudo-ultimate powers from pools like sorcery, and make yourself tankier. You can use binds to quickly engage bodyguard mode and utilize powers from your secondary to aid you as you go. Alternatively, I've rather enjoyed the nature secondary on a few characters, and it can make for a rather active set. Another option would be to again go with /FF, but use powers like force bolt to position enemies so your pets can dogpile them, (maybe go for it being a "hadoken" a la street fighter)... Edited August 14, 2019 by biostem
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