Dispari

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  1. Quote:
    Originally Posted by Positron View Post
    Goodbye Floyd, I know we're all going to miss you.

    Now, to figure out how these dang powers spreadsheets work.
    Patch notes for January 1st, 2011:

    * All powers now do the same damage and they use the puke animation but they're AoE oh god how do we fix this what did we do oh man oh man help us please
  2. Only rare recipes are available to get with HVMs (Hero/Villain Merits). Uncommons are not. Rare recipes will cost 1 or 2 HVMs depending on their rarity. Uniques and globals, along with some triples and quads will cost 2 HVMs. If you're looking for something like Red Fortune that's uncommon though and not rare, you can't get it with HVMs. And some sets like Kinetic Combat or Performance Shifter will have one uncommon recipe out of a bunch of rares. Other than that, you have to move the slider to the correct level range (no more than 35 for Kinetic Combat, or 40 for Miracle, for instance).
  3. Quote:
    Originally Posted by Castle View Post
    Hey, now...did you actually see me use those extra powers? I didn't think so! Cheats, indeed...hrmph!

    The Force Bubble power I gave myself when I was attempting to police the wedding event a while back. It failed utterly, but I had to give it a shot. Gun Drone I granted myself to investigate reports of it not working properly in Live settings.

    Besides, if I were going to cheat, I'd have just made myself Invincible and Unstoppable.
    Just because we didn't SEE you cheat doesn't mean you weren't cheating. I'd assume the powers guy would have more complex and secretive ways of cheating than just using powers he shouldn't have!
  4. Quote:
    Originally Posted by Dechs Kaison View Post
    Sapper End Drain and Carnival Masks are no more cheaty than the Longbow and Arachnos you just defended as not cheating. There are many forms of protection against end drain and proper tactics make it a non-issue anyway. The Carnival Masks are strong debuffs to be sure, but they're not one shot make you die powers.
    Maybe, maybe not. You can certainly dodge 19 out of 20 of them, but the one that hits is pretty brutal. Besides the recov debuff it's also -50% DEF base. So even if you're soft-capped, a mask will drop you to negative numbers (unless you're SR of course).

    But it's the strength of the debuff that's annoying for me. Romans don't bother me because it takes numerous successive hits to debuff you. If you happen to have 75% DEF you're not going to suddenly get hit with a -50% DEF power by chance. If you're fighting Mu who end drain a little bit with each attack, you have time to react and do something about it. If however my widow is hit with a -100% end drain power, she's instantly detoggled and usually mezzed. If any of my toons are hit with a Vanguard curse, I can't do anything until it ends because I can't even run toggles with half end and recovery.

    Besides which, things like GW's AoE mag 100 hold are just as avoidable. Having DEF means she misses the majority of the time, and RES and heals can shore up anyone who does get hit. So that's not cheating either. But I imagine people have different views on what's unfair; one of my friends thinks anything that players can't do is cheating. So Carnie end drain and Nemesis vengeance is cheating to her.
  5. Quote:
    Originally Posted by Fleeting Whisper View Post
    I'll admit, I can't play GW Minion Masters because I don't want to wait for corpses to show up. I just run Sabway heroes and let Olias be a MM.
    I quit about the time they put a cap on how many pets you could have and changed the heal powers.

    You used to be able to upkeep around 15-20 pets if you were good, but it took constant work and a steady supply of bodies. It was also only do-able thanks to the minion heal powers. One patch put a cap on pets at 10, and reduced the heal powers to about 1/4 effectiveness (literally speaking; one had its duration halved and recharge doubled). Suddenly I was working several times as hard to keep around half as many pets, and it had gone from fun to a chore.

    As far as MMs in CoH go, to stay on topic... I feel that MMs start high but cap lower. They're fairly powerful early on, and at 50 compared to regular builds they're still pretty good. But once you factor in IOs they just become average, since IOs don't do as much for them. I haven't tried any of the new TFs with my MMs, and I'd hate to do the Battle Maiden fight, but for most content I seem to do fine just strolling along with my Necro. The pets die occasionally, but part of the fun of Necro is making ghosts out of your minions. Demons, Thugs, and Bots are even more durable than zombies, so they're even less of a hassle.

    Mercs and Ninjas though I can't say many good things about.
  6. Quote:
    Originally Posted by EvilRyu View Post
    But of the ones you mention they cheat the worst. Archnos resists control, vanguard are just plain overpowered, and longbow with their broken sonic grenades is just insane. I would rather not have more mobs like this.
    It sounds like you just want enemies that can't ever pose a threat to you.

    I'm no fan of any of those gangs but at least they keep me on my toes. And when I do have to face them I know how to handle them. I even have some toons who are hilariously good at fighting them. My Dominator who can confuse the obnoxious Wardens and Nullifiers does spectacular against Longbow, for instance.

    Not all Arachnos resist control. In fact only a few of them do, and only a few things. Fortunatas and Banes are still mezzable with the right things. Besides which, this isn't really cheating. Tons of things resist mez (all ghosts have protection to immobilize for instance, as do warwolves; Lost lieutenants and bosses have protection to holds). And players have way more of this than the NPCs ever get. If anyone's cheating with mez protect, we are.

    Longbow are annoying. Their sonic grenades are very cheap, but you can move out of them. You can also mez them fairly easily. If anything I think their bosses are worse, as they pretty much all come with tier 9s or really powerful stuff (Gravity or Illusion Control, Sonic Blast and Rad Blast). In any case, Longbow represent a good design. They're an anti-melee group. Melees excel at pretty much every gang in the game, except for a couple. Melees tend to be used to trouncing through +2/x8 while singing a fancy tune, and then get angry when they actually die to something. Take along something like a Controller or Dom, and Longbow are suddenly very easy. Otherwise, your class has to have SOME sort of counter. May as well be Longbow.

    The only things I really get frustrated over and consider "cheating" are one-shot, insanely powerful skills that basically drop you to "you lose" in one single hit. The Vanguard Curse, Sapper end drain, and Carnival Mask are about the only ones on the list. Outside of things like the level 54 autohitting bosses in Apex, or all of Hami's nonsense. Other things may be annoying (I know Grav/Kin Wardens make me pull my hair out), but there are ways to deal with them.
  7. I actually dug these up from my site. I thought I lost them when I reinstalled CoH recently. But I got to do an ITF with Castle in the last beta!

    http://meru.xfury.net/images/19beta/castle_itf.jpg
    http://meru.xfury.net/images/19beta/castle_itf2.jpg (as you can see, he cheats)
    http://meru.xfury.net/images/19beta/castle_itf6.jpg (telling us about the early days)
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    Sorry, the Mastermind AT is the Minion Master (Necromancer) build in GW, not the Beast Master (Ranger) build. If you want a Beast Master, play a Controller with a buffing secondary. (Unfortunately, unlike a GW Beast Master, you will get your pet at 32 instead of 2.)
    In fact, I quit GW when my MM (minionmaster) in GW became no fun to play. I came to CoV and rolled a necro/dark MM (mastermind!) with the same name. I miss the inhuman monster models, but the character is just more fun to play.
  9. First BABs and now Castle. What are you up to, Paragon Studios?
  10. Quote:
    Originally Posted by Eiko-chan View Post
    I would say Thugs, then Robots, then Demons, actually. Thugs is definitely the top, and not only because they can slot RIP. Bots is clearly second, though, because even without RIP they can have a native 20+% defence, 25% if you include the pet-set aura - and unlike Thugs, they have two healers. Demons doesn't come close to that. Demons are still high-performing, but unlike Thugs and Robots, they don't have any inherent defence, and their resistance isn't large enough to compensate (they do have a single healer, which helps make up the difference, but not enough to put them in the top two.)
    You may be right, though demons have very high resistances all around, plus more RES from one of the pets, quite high damage to take things down, and lots of -recharge. Once the final pet is in the mix, he spams a ton of -recharge and holds. From my experience the demons are quite sturdy. But I don't have extensive experience with bots.
  11. Quote:
    Originally Posted by Jade_Dragon View Post
    I think this is the problem. Basically, Thugs and Robots you have a single Tier providing a huge, slottable Def to all of your henchmen. In Ninjas the Def is on each henchman, and I believe it is NOT slottable. (CoD says it isn't, and I'm inclined to agree from my memory of the powers) If, say, the Tier 2 Jounin had a power similar to Mind Link, or even if the Oni cast a Fire Shield, they would be much more resiliant.
    If memory serves, the genin and oni have 7% DEF and the Jounin have 14%. Thugs and Bots have 7.5% per buff, which stacks to 15% for all pets, and is slottable. So even the most defense-having ninja has less DEF than the other sets, and the rest have less than half.

    Really I feel like ninjas should have more like 15% DEF, with the jounin having 25-30%. Still non-slottable, but it'd be on-par with unslotted thugs/bots, with jounin having a bit more. But that's compensate for lack of RES.
  12. Quote:
    Originally Posted by Eiko-chan View Post
    The primary problem here is that Merc, Necro and Ninja simply do not perform at the level that Robots, Thugs and Demons do. The problem isn't (entirely) inherent to Masterminds - it's the fault of those three primaries, which are unduly weak compared to the other half of MM primaries.
    I think the best performers are Thugs and Demons, then Robots. Someone will probably disagree and rank Robots at the top, but the reason I put them after Thugs and Demons is because they can slot RIP sets and get +20% RES and +10% DEF. Robots can only do half that, although they're pretty durable by themselves.

    After that I'd put Necro. I've played Necro a lot and the zombies simply don't kill very fast. Of all the sets they probably kill the slowest. However, there are two reasons I'd still consider them performing well enough. One being they can still slot RIP sets. So the pets themselves can be very durable. Especially considering they can all heal themselves. The other being, Necro isn't designed to be a damage set. It's a mez and debuff set. If you play a Necro as a debuffer and mezzer, like a pet-oriented Controller, it's very good at doing that.

    Ninjas and Mercs however I do think need help. It's weird to me how little DEF ninjas have considering the huge amounts Thugs and Robots can get. And Mercs are plagued with a ton of issues, ranging from survival to miss-matched powers, to range variance, to slotting issues with powers not benefitting from pet sets, to even thematic/concept. Mercs just don't do anything particularly well; not damage, not survival, and not mez. And of course, the two least survivable sets can't slot RIP sets.
  13. Quote:
    Originally Posted by Hot_Head_Mike View Post
    They screwed up masterminds when Demon Summoning came out. Stick to a melee predominant set of pets.
    Screwed up how?
  14. Oddly Pum I think I disagree with almost everything you said.

    The recharge thing is kind of a necessary evil. It causes bad AI issues. What would you rather have, pets that can't improve their attack chain, or pets that for some reason only use one power in their attack chain because their recharge is too high and they get confused? Randomly activating various attacks with some delay is better than only using Head Splitter and nothing else.

    I don't think MM pets should be allowed the one-shot code. That would arguably allow an MM to get by the one-shot code 7 times or more. Pets dying can be annoying but... it happens.

    Pretty sure level shift already works with MM pets. In the first mission of the incarnate arc you're shifted to +10. Your pets still con at the correct colors. If they didn't, they'd all be gray.

    I don't think sets should apply to pets (they already get super powerful pet set uniques; can players get +20% RES vs all?). But I do think RIP sets should be available for all MMs. Right now they're only available to half. If the idea is that MMs shouldn't get those particular sets then why were Thugs and Demons designed to be able to slot them? It's not like those sets have survival issues and need them. If that was the case, Ninjas and Mercs would have them. If anything there should be more pet-applicable bonuses, not give everything to pets.

    I also don't know about the speedrunning thing. Who speedruns TFs anymore with shards to get?
  15. I play MMs in a weird way. I tend to leave my pets on aggressive, because I got used to playing MM before we had bodyguard. I don't like being a "tankermind," I like just having pets around to help out. I try whatever I can to make the pets take damage for me, instead of trying to get hit on my own. But I also try to make sure they stay alive and useful. Resummoning too often is a pain.

    My highest and most successful MMs are Necro/Dark/Soul and Demons/Thermal. I also have a Thugs/Trap/Mace MM but you didn't sound like you liked Thugs.

    One thing those characters all have in common is they can slot RIP (Recharge Intensive Pet) sets. I think in a way it's pretty stupid that not all MMs can. Regardless, I have all four pet uniques slotted on those three toons. Meaning all my pets have +20% RES and +10% DEF, shoring up their defenses fairly well.

    The Thug/Trap has tons of DEF to go around. Forcefield Generator and Maneuvers stack with the thugs themselves, giving them lots of DEF to go by.

    The Necro/Dark is fairly fun. They have upwards of 70% RES to things like dark and psi, and between all the -ToHit and healing they get along just fine. I rarely heal them myself due to the small area heal, but they all have their own heals and my Dark Servant goes well. I have about 6 holds between all the pets and powers, and lots of fear and immobilize. Truthfully I actually LIKE when my zombies die on this character, because she can resummon them as ghosts.

    The Demon/Thermal has thermal shields to go around. Some of the pets between all the RES buffs have 90% RES going for them. Plus I still have heals, and my pets have their own heals. The demons are very durable, and only die when they do stupid things like chase something into another spawn. I frequently just float through missions on a team doing +2 or +3, with pets on aggressive, without losing them. Although this one is definitely the most work, with all the shields required.

    I suppose it depends on what you're playing and what you like to do. You might have not played the "right" combination yet. Or maybe you just need the RIP sets to help out a little. Either way, I like my MMs. I played Guild Wars too; I quit when they nerfed necromancers to the point of not being any fun for minionmaster builds, and came over to play necromancer in CoV. And I never went back to GW. My necro has only gotten more fun to play as the times went on, especially now with incarnate and i19 extra powers.
  16. Personally I hated the "smart" enemies in Guild Wars because they were TOO smart. They were very insistent on avoiding every single AoE attack, cutting down healers, and interrupting any interruptable power as soon as you try to use them.
  17. Quote:
    Originally Posted by Arcanaville View Post
    Praetorian DE: base 64% tohit, soft cap at 59%
    So... my otherwise squishy widow who is soft-capped with only +5.5% global DEF bonus will be annihilated by any and all Praetorian DE who are hitting her every 5th swing. I was already hoping that later iterations of Incarnate would help me add things like RES or HP to her, because it's already to the point where every EB, AV, and level 54 critter from new TFs can trigger one-shot code on her by doing 1400+ damage in one hit. All she has going for her is the fact that she usually dodges. But if all the new enemies have +15% ToHit she's just going to die left and right. I'll have to take along another VEAT just to run regular missions.
  18. Just saying, if everything had mez protection there would be no point to enemies even having mezzes.
  19. Quote:
    Originally Posted by EvilRyu View Post
    But have you done it after the change? Because as it stands now if this mission isnt droppable I wont be getting alot of incarnates. I dont think this one mob needed to be changed in the first place the arc is hard enough as it is with the 2 mobs in the other mission. I know everyone keeps saying just invite people for help, well if we have to do this then why not make it a tf then because that is what I consider group content.
    What changes? You can't pull him out of the room now? I never did that in the first place. I always killed his clones.
  20. Quote:
    Originally Posted by Heraclea View Post
    There are several problems with this. He doesn't stop spawning clones, and each new clone means that you have to stop attacking him and attack the clone. In doing this, he's back to full health or very close.

    Also, inspirations are not in infinite supply, but the clones apparently are. Even if you dump your tray and fill it full of purples --- Trapdoor is quite capable of 2-shotting many characters --- you will eventually run out, leaving you dead and forced to start over again if you have to fight an infinite number of clones. Obviously, if you have to leave the mission to begin again, he will once more be at full health.

    If they're going to do this they need to impose some kind of limit on the number of clone respawns, so that it doesn't take forever. Three seems reasonable.
    Still, though. I've soloed him with 6 characters ranging from Corr to MM (necro, low damage output) to Brute to Blaster to Dom to Widow, who have everything from a complete IOed out build to a regular SO build. I popped a few inspirations and had no issues taking him down.

    I even ran the entire arc, including the captain and Honoree, with an Elec/Nothing Blaster. I rolled up an auto-50 Blaster and gave her nothing but accuracy and damage SOs, and didn't even slot a secondary or pool powers. I defeated all of them using just 4 stock attacks and inspirations.
  21. Quote:
    Originally Posted by Reiska View Post
    Dispari, if you happen to still be looking here - have your power picks changed much from the initial post outside of the epic pool?

    I've got a character with this combo sitting at 29, but in trying to make a competent build for her I continually stall on the fact that I have no clue in heck how to properly slot control sets still. :P
    Thanks to inherent fitness her build has changed slightly. I have the fire APP now and I picked up some LotG mules. I actually have some KCs slotted now so she has some defense too. She basically never dies now except for when I want to (for RotP). If I ever get around to buying purples I could probably hit permadom too.
  22. Quote:
    Originally Posted by hedgehog_NA View Post
    2 points of passive protection=tank mage...riiiggghht. you like the present imbalance and want to keep it.

    as for fortitude, you might have a point if fort could be self cast......
    Two points wouldn't do anything. If you want that you can pick up Acrobatics which gives mag 2 for holds. But I don't think you'll find many enemies casting mag 2 holds. But even if you had mag 12,000,000 you still wouldn't be able to solo at the safety or speed of a Scrapper, so your entire "why can't Defenders solo" argument still wouldn't be satisfied.

    And if you want Fortitude to be self-cast you still don't understand the class system concept. Defenders aren't there to take hits and kill things quickly. That's a Scrapper's job. Defenders are there to support and back up their allies. They're a team-oriented class. They aren't supposed to be solo experts and never will be designed that way. I'm sorry you consider that unfair somehow. You're literally asking for Defenders to be able to solo as well or as fast as Scrappers AND be able to do so from range AND be able to support a team exceptionally well. What would be the point of a Scrapper? Or half the ATs in the game at that point for that matter?
  23. Quote:
    Originally Posted by Snow Globe View Post
    Having one set of rules for the NPCs and another for the players is cheating.
    I agree! All NPCs should be given +25% ToHit, ten times as many powers, and massive stat buffs so that a group of 8 green enemies have a significantly high chance of taking down 20 players.