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Posts
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Joined
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Bruiser has been changed to KD but will KB against less than even conning enemies. I see nothing wrong with Thugs/TA.
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Maneuvers would be much better for you. The defense gain is about, I think, a 2% or 1.5% difference. Not worth it honestly.
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Yes, you have to finish the first half of the arc to get the Epic Pool unlocked. You know when you've beaten the first half when you get the Patron Badge.
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I doubt anyone could roll a mob of an 8-man spawn of Longbow on his own, let alone having them set to higher than +3. Yeesh, +5 Longbow...
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Quote:Besides, the Clockwork King animates his minions using his Psionic abilities.Why must bots = technology origin? Don't plant your creative noodle on such an isolated island.
I've got a toon that I'm quite happy with...including theme, and I've recolored the flames from thermal to be dark blue\green and it looks fantastic...and yes..the origin in magic. -
I think they'll avoid any more bad PR and unnecesaary reports/articles with the TTP factor in place. Especially since the i14 fiasco is finally starting to cool down.
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Ninjas: Oh boy, gotta love the Special Ed bunch of the Primaries. The Ninjas aren't exactly as intelligent as the other pets, and are probably going to go down faster than zombies. No, actually, they will. This is made up by pairing Ninjas with either A: Force Fields, B: Dark Miasma, C: Pain Domination, and sometimes D: Storm Summoning. If you're new to Masterminds go Dark Miasma or Force Fields. Despite some of these issues Ninjas can be the most fun and aggressive Primary to play, especially when you're tossing Smoke Flash intelligently on your little warriors. Ninjas do not work quite like the other Primaries because their AoE abilities are limited at best. This is made up by some of the best Single Target DPS I've seen any of the Mastermind primaries pump out. By far Ninjas pull ahead for damage on a meaty guy. Traps is another secondary you may want to consider.
Necromancery: Ah, the zombies. Man I love these guys, but sometimes they have Ninja-like tendencies. Basically anything works with them, but once agaiN i suggest Dark Miasma or Force Fields (in this case Pain Domination is another suggestion). Necromancery is the more..."unique" primary because the Tier 3 Pet does less damage than the Tier 1 pets. Why is that? Why are your Tier 1 and Tier 2 pets the heavy hitters? Because the Lich is a frickin' beast of a debuffer. Fearsome Stare alone is worth a -30% ToHit debuff which will already have nearly floored the hitting capabillities of even conning enemies. He's got holds, immobilizes,etc. He's gonna be your debuffing and mez unit, and do not think for a second that because the Tier 3 pet does minimal damage your own damage will be gimp. Grave Knights and Zombies hit HARD, I mean really hard. Necromancery can be put in context as nearly being able to hit as hard as Ninjas. It's strange because I can't really score it that well. Genin do less than Zombies, but Ninjas have the Oni for the added damage. They do decent if not respectable AoE.
Robotics: Ah, our mechanical friends! As you've known Robots can dish out some serious AoE hurting, but AoE is not the only thing Bots are good at. They're defensive, resistable, and all around hardy making them one of the more survivable primaries. Take Force Fields, Dark Miasma, Pain Domination, Storm Summong, etc. This is probably the perfect starter Primary next to Mercenaries and Thugs. You can basically pair any secondary with it and learn how to play a Mastermind without too much annoyance. Oh, and Robotics is the perfect Primary for your Archvillain and Giant Monster needs. The Assault Bot will happily blast and blast away his negative regeneration beam. If you're feeling like following in the foot steps of some of the more established Masterminds then attempt Robotics/Traps, you won't be sorry. -
PvP=Thugs/Pain and or Necro/Pain
PvE= Any intelligent MM -
I demand more unique Trials! CoV is in need of some crazy stuff Trial-wise. Maybe revamp the current trials more? Would love an issue that was content/Trial geared.
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Obviously EA is gonna rank higher than what some of you are placing it at
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/Dark
/Poison
/Pain (debatable with /Storm) -
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Max for Gang War will be around 16-30 damage per unit depending upon if they're well slotted up for damage. If I recall their base ToHit is rather low, and slotting them for damage is not as wise as slotting for recharge.
They don't deal enough to actually make a difference if that's what you're getting at, although it will be noticeable against a single enemy. -
Would be nice if EA got a sort of Lightning Reflexes-like power. If not I'd settle for a weird power that would add a block chance per ewach enemy you drain in combat with the power. Wouldn't add defense, but an actual block chance that would increase with each opponent you drained to a total of 10.
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EA gets better with sets, to a point I find absolutely amazing. So long as you slot it up EA won't be so annoyingly painful to play. No, it's not as "comfortable" as SR or Invuln until it's well slotted up, but I find EA to become absolutely jaw dropping once it's fully outfitted.
It takes time, patience, and deep pockets to achieve EA's full potential. -
Myth: Entering and leaving the Matrix room slightly moves your camera angle permanently.
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Zombies have been nearly as spazzy as Ninjas in circumstances. Nothing out of the ordinary, actually.
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Time to pimp factor: TTPF
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Does it matter honestly?
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Stacking it more than twice would be useless in the long run.
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My Energy Melee/Willpower Brute.
Nal-kun ftw.