Delta_Strider

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  1. /Traps would be more viable than /Poison against AVs/GMs, In my opinion. Better stacking, more control, more damage, more protection. However, I don't know if Demon Summoning is the primary to do it with.
  2. Quote:
    Originally Posted by Constant_Motion View Post
    Bummer. Sometimes I wish dev's would look at an idea and say, "Now that would be cool! Let's do it!" Instead of "We could do 2 or 3 not so cool powersets instead, let's do that!" :/
    They should look at how they can package 3 to 4 really crummy sets that are designed to fail into a product to sell to people who are willing to buy them that have no business playing them and then bet against those sets succeeding so they can then come back and buy our debt at 30% interest.

    Hmmm... just how many sets are going to be in GR again? I smell a conspiracy!
  3. Grant Invisibility does not place the Jounin in a, "Hidden" status. They need the second upgrade to open with a critical. Until then, they can only Crit after Placate or Smoke Flash.
  4. Delta_Strider

    Demons?

    The problem with Dual Pistols is that it's not a damage dealer on its own, plain and simple. It's Tier 9 can miss doing damage altogether, its animation times are slow, its Cone is small, and Swap Ammo for Blasters is pretty much skippable. Most of all, the best power in the set(Piercing Rounds) pretty much highlights both slow/goofy animation and the unnecessary nature of Swap Ammo. I had hopes for it to turn out good for Blasters, but it just sort of turned out like a gimmicky dazzle set.

    Also: Aim would of been nice, but wouldn't of done anything in the way of fixing any of these problems.
  5. I just do BldMn: Acc/Dam, Dam/End, Acc/Dam/End and Damage, then two Normal Lvl 50 Def IOs. My personal opinion is that HOs are pretty much a waste in any MM Henchmen since their Acc and End demands are so low(The Tier 1s need about ~90% Acc, though) that you're not in dire need for slots and enhancement. The Protector Bots can get by with 47% End Redux and 47% Acc easily(Especially with Tactics or Defense Debuffs), the other 50% you're scrounging up from HO's is essentially overkill that could go in something else that is in need of 4-5 fields being enhanced to the fullest level.

    But that's just my opinion.
  6. Quote:
    When I am farming right now at L50 I am just doing -1/+8 is there a reason to even go higher? I still get 50 enhancements so I dont see the point? This way it is just super easy and fast.

    Not especially. +0 give slightly better influence, but -1s drop all the same loot while being a tad easier for the robots to trample, which will net you greater than or equal to the Inf you would of gotten farming +0s.

    So unless you're Farming while PLing some friends, -1s are good.
  7. Between Tactics, Supremacy, and Acid Mortar they can get by with a little less accuracy(Minus the Tier 1s), especially since when you're farming you'll typically only fight +0s or +1s. But yes, it works either way with P. Trap to have it with only Recharges or with Holds, it's just in my experience the hold's unenhanced duration combines with the fact it reapplies itself periodically and Caltrops keeping mobs in the cloud.

    But yes, that's a good build and covers the important factors with Robotics likeEnd redux, (since they'll hemorrhage End faster than you can say, "Why aren't you attacking!?") and damage(Protectors do it too!).
  8. Here's how I'd suggest changing the build. Better End efficiency as well as damage/accuracy for the Henchmen.

    Code:
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    |-------------------------------------------------------------------|
  9. Depending the direction you want to go, you can actually do without the Scorp. Shield and get a Resistance shield on top of ~40% Defense, which can work very well if you farm Nemesis. My character, with Maneuvers, Charged Armour+SF, Force Shield(Prot. Bot) and FFG is sitting at 35.94%R, 37.82%M, 40.63%A 42.19%S/L/C/F, 38.44%NRG, 38.44%Neg, and 22.27%Psi Defense, plus 42.14% S/L/E Resistance. That's some pretty steep mitigation before Bodyguard, and also a good reason to take Provoke so you can really leverage it(Plus the IOs you can put in it for more yummy defense).

    Your travel power should probably be Super Speed since you'll want Hasten, plus you could use Super Speed + Celerity to bypass taking Stealth if you really wanted. Soulbound Allegiance should go in the Assault Bot since it does the most damage, has the most AoEs, and is the same level as you, thus making the boost it gets that much more effective. Lockdown could go in Poison Trap, but personally I'd say you're better off just 2-slotting that for recharge and leaving it be. Miracle can go in Fitness>Health, and you can put the Numina to one side, since the Regen isn't as crucial as the Recovery.

    That said, Triage Beacon is pretty good. With Pet Uniques and +Defense from FFG/FS/Maneuvers, the Beacon can get the job done pretty well. Plus it'll easily make the minuscule damage you take even less noticeable. I'd also suggest both Assault and Tactics if you're grabbing Maneuvers. Assault gets underrated a lot, but considering it can do with only having 1 or 2 slots for End Redux, it's a pretty solid boost to overall damage, especially when you throw in -Resistance from Acid Mortar.

    Traps: These are typically no-brainers, but they can confuse. The two powers I'd wager the most skip-able would be Detonator and Trip Mine. Detonator's damage is easily over-shadowed by Trip Mine, and Trip Mine's damage isn't that impressive compared to Caltrops or even personal attacks. Trip Mines can be a (Mega)tone of fun, though. Place about 15+ Acid Mortar on the ground and pull an EB into them and BAM! Insta-gibbed. The problem with this power is the just how few situations there are where you'll want this over something else, like a CC power, or a pool.

    Web Grenade and Caltrops: People occasionally say these aren't very good, but I'm inclined to disagree. Web Grenade is your first power, and probably one of the most handy. It's a slow, an Immob, and stops knockback. Perfect for your single target needs. Immob Sets like Enfeebled Operation are good here. Caltrops are both mitigation, deterrents, and good for DPS. They make the mob spaz, they stop them from passing through most hallways, and they do quite a bit of damage when slotted for it. Here, I'd say PosiB: Dam/Rech and Proc, ScirD: Dam/Rech and Proc, then Tempered Readiness: Slow/End/Rech.

    I could probably go on with another five Paragraphs on /Traps, but I don't want to go over-the-top when unnecessary(Plus I can always make another post if need be). This should cover most of your points. As for a build: I'd suggest determine from the information provided what you'd like to do with Bots/Traps, since there's plenty of options. I know I've burnt at least 10 or more Respecs fine-tuning my build from i6 to now. To be honest, I don't think there's any final-word builds for any Masterminds as long as they meet the typical levels of common sense(Slotting Henchmen, taking the equips/upgrades, etc).
  10. Quote:
    Originally Posted by Karl_Rove_Man View Post
    Hi, I'm a minion and I don't give a crap about your soft-cap defenses!

    Grrrr....stupid -def debuffs.
    Hi, I'm a Mastermind and you're about to get your *** rocked for not having mez protection!

    But I agree, -Def, in a whole, is probably the most prominent load of horse crap in this game.
  11. On my Robotics/Traps I do +1/x6 Nemesis Farms when I'm PLing friends. The rest of the time I can do +0/x8 with No Bosses easily. No bosses being personal preference, since I hate Fake Nemesis and Warhulks.
  12. Quote:
    Originally Posted by Emberly View Post
    Well, that's interesting. And tiresome. I assume that asking for this to be fixed has been done and bemoaned already?
    Unless it's become more widespread, it only happens in MA or new Arcs that are made using that same tech. I rarely have trouble controlling my Protectors in my paper missions, but found that in MA they like to run in constantly. However, it could be that MA NPCs just make the problem occur more often.

    That said, I don't remember this bug occurring until MA was released, because it made soloing some Custom AVs/Heroes impossible.
  13. If your Robots are causing a mild irritation, you should consult a Dermatologist.

    Also AFAIK Protectors run into close range for the same reason the Medic does: They're trying to attack with their heal.
  14. Quote:
    Originally Posted by Berzerker_NA View Post
    I can't see why anyone would take Triage Beacon over a pulse rifle blast.
    I take all three. No Power Pools left so Triage is the closest thing to a Heal. Plus the attacks are good for after I've thrown all the traps.
  15. On a semi-related note: I always felt that Ninjas should have been ranged. Spamming poisonous arrows and snares to keep enemies at range so they didn't get mashed up due to the absence of truly decent protection. I don't think it would really reduce their uniqueness since they could still be superior ST damage. Plus their speed would be an advantage; They could quickly escape melee and go back to launching arrows at a distance.
  16. Quote:
    Originally Posted by Valentyna View Post
    Really the title says it all. MId's cannot show me te detailed abilities of my pets, so I turn to the wisdom of the boards instead. My minions need t be able to deal damage from range to maximize the effectiveness of the build. Are Zombies or Ninja the etter choice for that? Robots would be best, I suspect, but Im not willing to compromise my theme quite that far.
    Ninjas and Necromancy are both sets with melee-oriented henchmen all the way. Only the Lich from Necromancy is ranged with no melee, and most of his powers snare and knock down mobs so the Tier 1 and 2s can thrash 'em, and aren't specifically made for damage.

    In other words, you're not going to find Ranged DPS with either.
  17. Or they could just have all the Henchmen/pets be 50 at 50. But that's more of that crazy nonsense.
  18. Quote:
    Originally Posted by Microcosm View Post
    It should be easy to test if that is proccing correctly, just watch the jounin's stats cause it should proc somewhat frequently. It would be helpful to know if is working in non-50 pets because this comes up all the time but nobody can say definitively if it works or not.
    You can also watch their buff bars. The buff will appear with the Quickness icon(Pink icon). This seems like a no-brainer, though. The patch notes clearly state that the pet has to be 50... But will not enhance the pet as long as the summoner is Level 50... Which seems to mean that it's not working.... Even though the patch notes says that it's now working... So then they must only buff the pet if it's level 50... unless the- AAAAUUUUGGGHHHH **** IT!
  19. Quote:
    Originally Posted by Bronze Knight View Post
    Lies KB is one of the best things in the game the pricks that demand the spawns stay in one place and demand that you not use your KB power's are not worth teaming with.
    I'm not all alone in this thought after all. My Robotic/Trap MM only has Charged Armour and no Electric Fences, and doesn't have any trouble maximizing Incendiary Missiles, or any trouble with Knockback in general. I mean, there's only a few knockback attacks in all of henchmen, and a decent number are located in Mercenaries.

    And we all know the one thing ruining Mercenaries is the knockback...
  20. Quote:
    Originally Posted by Necrotech_Master View Post
    the purple pet set does work in lower tier pets because i have my ninja mm slotted with purple set in tier 2 pets
    You can slot it, it just won't Proc. If it's Proc'ing, it goes against my understanding of the enhancement's functionality, along with what the patch notes say- or at least what I think they say.
  21. Delta_Strider

    Soloin AV's

    Quote:
    Originally Posted by Liz Bathory View Post
    I can solo AV's on my Necromancing/Dark Miasma Mastermind... Just a sliver under soloying the Ghost of Scrapyard. The guy should stop running away .
    I got to agree- Masterminds are my favorite Dominator.
  22. Quote:
    Originally Posted by Necrotech_Master View Post
    the purple pet set is decent (the chance for build up on the tier 2 pets is really nice for increasing DPS)
    From what I recall, the Purple Set only works in Tier 3 Henchmen, since they're the only one's who are Lvl 50. If the henchmen/pet isn't Level 50, the enhancement doesn't actually work.
  23. I never understood why the Repair power wasn't an AoE, so you could replenish all 6 of your Robots. Also it needs a faster animation.
  24. Quote:
    Originally Posted by Bronze Knight View Post
    Semi-cannon

    That's going to be a big cannon...
  25. Ah Recluse, I haven't solo'd him since they fixed Poison Trap; Back when the Banes quadrupled my DPS against him.

    I'd suggest staying in melee range, and your henchmen at a safe >30 <60 distance. I don't think he'll use Channelgun in melee range, but I could be wrong. Either way if he starts popping Banes the best bet is Noxious Gas and Neurotoxic Breath so they don't escape the Henchmen's AoEs. Also Recluse is totally immune to slows, so you can save Neuro. Breath until when he spawns the Banes. If you have Provoke mash it to death, and spam personal attacks while the de-buffs are applied and/or cooling down, thus maximizing DPS. Also: He always spawned Banes throughout the fight from what I remember, just that he's summon twice as many when he was weak.