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Quote:Replying back to the OP, I would say that in my experience, Stamina has the largest effect of any of the Fitness powers. But that's mainly because Endurance recovery, itself, is very high. Health raises HP regeneration by a larger percentage, but because base regeneration is low, it's not noticable.I must say that when I found out about Stamina becoming inherent, rather than being happy about it I was somewhat dismayed. While on some builds it will be very nice for me, I have been working on a number of stamina-less characters and been having fun with it.
Likewise, Swift isn't really that big a boost in speed, it's only like 10%. No one is going to be darting around like under Speed Boost and blundering into foes. Hurdle is a lot more noticable, you suddenly move a lot faster when you jump, because it's like a 50% boost in jump speed. That could be switched with Sprint, though, so it would boost both jump and run speed by 50%, and then Swift and Hurdle would boost them by 10%.
Y'know, now that I think about it, I wonder if Health is going to keep its resistance to Sleep. I don't suppose it would do any harm, but it seems out of place. The effect was kind of put there because various Status Resistances were put in Pool Powers like Disorient in Aid Self. That would effectively giving that resistance to everyone.
Anyway, the thing is most of the powers are not really that significant until they have been 3 slotted with SOs. "Out of the box", Stamina and Hurdle do provide a noticable change, but not so much that I think "Staminaless builds" will be totally eliminated. Instead you will have "1 slot Stamina builds" and "2 slot Stamina builds" and "3 slot Stamina builds". -
Quote:Below level 25, coming up with three of the same inspirations to convert is problematic. When you start the game, you only HAVE three slots. For most of the early levels, you have 8. If you save up two of every inspiration in order to ensure the next drop is a third, you will need 16 slots.If you have to stop to rest after every fight, there's a problem other than lack of stamina - especially with the 3:1 insp conversion.
So in general, you have to choose a subset of the Inspirations to collect in order to be assured of getting three of them. And you can't use any of them, which pretty much defeats the purpose of having Inspirations. You will use the CaBs, of course, but get no use out of the others unless you want to make it even harder to get threes.
After every fight might be pushing it a little, but I certainly find myself having to Rest a lot in the early levels. -
My take on Steamy Mist, Smoke Grenade, and so forth, is that while you KNOW someone is in the area, generating a cloud, you don't know WHERE he is. So while the caster has given away his presence, he hasn't given away his location.
Logically, the enemies should be alerted, and should start looking around for the source of the cloudbank, but unfortunately, the game doesn't work that way. A foe cannot begin moving or taking action until he SEES you, and from that moment he will ALWAYS see you no matter how good your stealth is. So he can zero in on you from the other side of the room. There is no "look around and see if you can find the player".
There's a lot of other things the game doesn't support, for instance, when you dodge, you should flip and move around your target, and when you use Placate you should change position rather than just stand there. But the game never "forces" you to move, except through the Teleport function. And that's why Shield Charge has to be implemented as a Teleport.
Somewhat along the same lines, I've also always thought Jump Kick should actually be a jump kick, like Eagle's Claw, but jumping forward. And Air Superiority, it really doesn't make sense for it to have nothing to do with flying. I always thought it would be neat if you "flew at" the target, like a flying charge. -
Quote:Oh, man, I didn't know this. I've been trying to finish all my arcs before switching sides.As far as Lorenz, you started his arc by talking to him and we already know that arcs don't close when you switch over. This is to allow you to go back and take the "abandoned" missions.
Probably all for the best, as I would have to go Vigilante or Rogue to get to them to finish them. Still, I've spent a lot of time when in some cases I might not have had to.
Hum, does this mean that EATs can continue to take their unique arcs from their Contacts if they "go grey"? VEATs I think get several different Contacts, but HEATs it's always the same one. -
I consider it more likely that the Fitness Pool becoming Inherent will open up new possibilities for Masterminds to take advantage of their greater supply of Endurance. Their End costs are very low, but they wil be able to do things like take toggles from the Pool without having to worry about the extra End slot.
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Slotting Endurance Enhancement will also effect your pets, and not the Power itself. Pretty much anything you can slot in a summon power will effect the pets.
The summon powers actually do not take Recharge. This was so there would be no confusion about which was effected.
Note that this doesn't apply to timed summons, like Gang War or Soul Extraction. It's just the actual Mastermind Henchmen that don't take Recharge. (And you may be able to get around this by using a Set IO, like say a Hold/Recharge if the Pet takes a Hold, but even if you can it won't effect the recharge of the pet, only the Power) -
Call to Justice and Frenzy both raise your damage. Justice raises the damage for the whole team, making it a good team support power, while Frenzy raises your damage specifically. For Brutes, Dominators and Stalkers it works with the Inherent, filling up the bar for the first two, and giving the Stalker a free Critical. (Plus additional damage like the other ATs, but somewhat lower)
I personally think it would be cool if some of the other Inherents were effected. If it raised the Scrapper chance of Critical, raised Bruising, or the like. Plus, I think Masterminds definately need something, as just raising their personal damage doesn't effect them very much. (Boosting the damage bonus from Supremacy might be a way to apply the effect to their pets)
Fear Incarnate and Duplicity are essentially AoE control powers. I personally like Fear Incarnate, my vigilante was always big on Fear powers anyway, so that's just another one he gets to stack.Plus, the -Acc is good at defending your team. Duplicity's Confuse is useful enough, but again, I think it's the -Dam that is the more useful part of the power.
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I depends on the concept, really. If I have a more "martial artist" type of character, I'll usually go with the Sands of Mu. But if the character in question is an archeologist who collects relics, well, the Axe is perfect.
Plus, my Mastermind Psycommando uses it, just so I can tie a chat bind to it that says, "Behold! My Axe of Senseless Violence!" as he draws it.He's a bit of a loony...
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Quote:I'm talking about that from 1 to 20, an ATs base damage modifier scales from 1.0 to whatever the modifier is for that AT. For an Controller, that's 0.55, so at level 10 a Controller has a base damage modifier of 0.775, and at level 15 it is 0.663.Haha what? Tell me what exactly you are taking so i can take it too! Let's take a controller up to level 16, where your supposed "kick" comes into play.
Quote:A Fire/Rad troller has way more damage, defenses and utilities than an MM would ever possibly want to use in any decent way. shape or form.
I was talking about damage, though. So let's talk damage. Controllers get Containment. At its best, that is a 100% boost to damage. Even when Controllers are still getting 0.77 or 0.66 base damage as above. So prior to level 20 Controllers can do a LOT of damage. Even if you assume Containment is only set about 50% of the time.
I was comparing base damage. Inherents introduce a whole new level to the argument. Especially when Controllers are clearly as powerful as they are. (Besides, that really only applies once you start getting APPs, unless you pick up Power Pool attacks, you are in the same situation as a Mastermind with your limited selection of damage dealing powers)
Quote:Likewise, a Dark/Sonic defender gets 2 cone attacks, TP, a heal and defenses by the time he is level 16. The main difference is that you can solo AND team with both of them effectively and you're not gimping your character by skipping crucial powers down the road.
Second, except for magnitude of the effects, a /Dark MM would have the SAME Tar Patch, heal and defenses that the Defender has. He won't have Fearsome Stare yet, but the Defender wouldn't yet have Parylizing Gaze. And the Defender is more likely to have skipped something to make room for his attacks.
Prior to 16, the differences are negligible. The Controller will have a few control powers, and hopefully Containment, and the Defender will have about 10% more damage. The debuffs will be a little stronger. (And that will be less of a difference at level 16, too) But the idea that you would somehow be "handicapping" or "gimping" yourself at level 16 is simply not true.
Now, at level 26, or 32, that's a whole different story. By the time you can even get Trip Mine, your Primary attacks won't be doing the job any more. But the idea coming into this was a challenge, and as long as the player faces that with the understanding that he will avoid teaming or use a separate build, that's up to the player. -
Quote:No, I was really going on the Ember Demon's support powers, although I did wonder how the Hellfire Gargoyle's greater damage emphasis would effect that. I suspect that was by design, the devs were trying to reach a compromise between Protector Bots and Enforcers.Hmm you haven't played Demons, have you? Tier 2 is definitely not just support.
However, I will point out that the Protector Bots have Photon Grenade, and can do damage comparable to the Tier 1s. There are only two of them, but their damage base is higher. (Plus they're a level higher) Of course, you've got to slot them for damage for that, and I prefer to 3 slot them with Defense. That's just me, though, I'm sure others go with a more offensive build.
Probably doesn't compete with the Demons, but Protector Bots are hardly pure support themselves.
Quote:And the OP might want to re check the damage on Genin-- they might well have the highest DPS of any tier 1.
Of course, one thing to keep in mind for Thugs is that the Enforcers give them all a damage bonus (doubled!) past 32. In fact, this could be where a good portion of Demons damage comes from, there is so much -Res flying around that a base damage comparison doesn't really tell the whole story. -
Quote:First of all, it is EASIER to level a petless Mastermind at low level. Below level 10, you have the same damage as any other AT, and pretty close to the same attacks. Between 10 and 20, you can either fill in with Vet Rewards, if they are available, or go to the Power Pool.You said you can solo +8 Traps with no pets. You said that. You didn't give a level. This person is starting at level 1 with no pets. Your implication is obvious, unless you think they're going to press the "Magic Level 50" button.
It is a fallacy that Masterminds do not have damage in their attacks. They do, it is comparable to Controllers and Defenders. (And like Controllers and Defenders, that doesn't really start to kick in until 15) They do NOT have that damage if they do not flesh out their selection of attacks, and their attacks DO cost proportionally more End than for any other AT. But if you are willing to take the powers and compensate for the Endurance costs a petless Mastermind is capable of doing enough damage to level.
I haven't played a petless Mastermind since level 12, but I regularly take on Lieutenants and higher with a complete selection of attacks, while the rest of my pets are busy elsewhere. I'm not hurting for damage. If anything, I think it would be the lack of Bodyguard that would break my strategy. But I suspect that the MMs who stay petless past 26 are splitting up the foes and using stealth to take them on one by one.
I'll also note that Traps is one of the few examples that has damage in its Secondary, with Trip Mine. It's also one of the most damaging attacks available to a Mastermind. (And an AoE, which is a big help as well) -
Quote:Well, that's a little like saying that the Crit rate for Stalkers is 100%, because they can get a 100% Critical every time they Hide or Placate. It's how many attacks come between the Hide or Placate that reduces that rate.30% Proc Rate for Scourge is achievable when the enemy is at 38% of their HP, according to the In-Game definition of how Scourge operates. I don't see that as horribly unachievable. In fact, you should pass by that number for every enemy you fight assuming you want to win the battle.
The point is the OVERALL chance of Scourge is going to be considerably lower than 30%. This chance lowers even further when you consider that, in order to have the maximum chance of Scourge, you must be within 10% of the foe being at 0 HP, and most Corruptor attacks will do more than 10% of a minion's HP. Thus, it is more likely the minion will die within 20-30% of 0 HP, when the chance of Scourge is at best around 50%. And that's at maximum, so the overall chance will only be around 16-20%.
And of course as mentioned there are the blasts that do Scourge, but are so far over the foe's remaining HP that the damage is overkill. If the same shot would have killed the foe without Scourge, then the Scourge did not actually change anything.
As mentioned previously in this post, an analysis of Scourge which was once posted on this board concluded the damage bonus was about +7% for a minion, to about +21% for Bosses and AVs. -
Quote:Well, the thing is, that's not really true. While Nova and Dwarf are complete "out of the box", so to speak, they have a pretty good balance of attacks. In fact, a lot of people swear by going through the 6-12 levels exclusively in Nova form, because with both your Cone and Targetted AoE attacks, you're more powerful than the other ATs that have to wait on those attacks.it seems at me at a certain poimnt I'd'd basically be use human alot because they jsut get stronger with alot more skills.
More importantly, though, most of the human form powers carry over to the other forms. Basically, any click power, such as Essense Boost, Build Up, Mire, or Eclipse, will continue to run their full duration when you switch forms. You have to switch forms to activate them, but then you can switch back, which is the unique part of playing a Kheldian.
Since the Human form is between Nova and Dwarf in function anyway, you don't really gain anything by staying there. You'll do more damage if you shift to Nova, and be able to take damage and endure mezzes in Dwarf. So by adapting yourself to the best form for the situation, you can accomplish a lot more than sticking to one generic form and muddling through.
Of course, that takes practice, and you've somehow got to divide your slots between all three forms, so in practice usually a Kheldian player will choose to either go Human/Dwarf, Human/Nova, or concentrate on Nova/Dwarf and just have the human form be a collection of utility powers to fire off between forms. And pure Human form is an option as well, although it's a little tougher than going with one of the form builds. (I personally find it somewhat frustrating, particularly in the absense of good mez protection. However, my Human/Dwarf Warshade is currently a primarily Human form, the Dwarf is only there if I get mezzed) -
Personally, I would have said they would not effect the forms, as Brawl, Sprint and Rest cannot be used in the forms. However, if Castle directly contradicts that, then I'm sure as heck not going to argue with him.
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Quote:The secret is to use Smoke Flash on the Oni. The Jounin can Hide themselves for their Criticals, but the Oni needs you to give him the crits. Of course, you could Hide one of the Genin, but Fire Breath gives you a little more AoE.Tier 1 ninjas do a little damage, tier 2 ninjas do amazing damage for a henchman, but when the tier 3 pet did no damage even at 32. They just do holds and very minor damage. At least the tier 3 demon does massive damage on top of their hold. I abandoned this set because of the tier 2 pets doing 80% of the work. I expected the tier 3 ninja to be a master damage doer like bots, demons and thugs. Was really let down when it didn't. Putting Forge on that tier 3 ninja was a complete waste.
You basically have two types of Mastermind henchmen sets, though. The melee type of henchmen typically start with high damage in the Tier 1s, peaking with the Tier 2 damage, and the Tier 3 typically stands back and has a support role. The Oni and Lich have this in common, although I think the Oni has the edge in damage. They aren't really intended to be the heavy damage dealers for your team, that's what the Tier 2s are for. That way if you lose one of them in melee, the other is still standing.
The ranged type of henchmen are typically the other way around. The damage is fairly moderate in Tier 1, drops in Tier 2, and then becomes massively concentrated in the Tier 3. The Tier 2s typically play the support role, the Protector Bots are purely defensive, while the Spec Ops have a control role, as well as striking from stealth. It's the Commando and the Assault Bot that you concentrate on defending, because they manage most of your damage.
Thugs are kind of an odd compromise. The Punks are weak, weaker than the other Tiers, although in comparison to the other Tier 1s they still deal more damage. The Tier 2s do the majority of the damage, as if they were meleers. But they aren't the ones in melee, the Tier 3 is, whose damage is lower than the Tier 2s, but greater than the Tier 1s. He doesn't really perform the support role, the Tier 2s do, but he's the one the MM wants to concentrate on defending.
It's sounding like Demons fits the ranged pattern, with the Tier 3 doing the most damage. The Tier 2s are obviously defensive in nature, like Bots. But unlike Bots, the damage isn't all concentrated in the Tier 3, or in the Burn patches, it's a little more balanced, like Mercs. Only, they're better defended than Mercs, not concentrating so much on the stealth and control. -
If you have only ever played Bots, and never experienced Thugs, the difference in damage may be overly noticable to you.
The three heavy hitters act differently depending on a number of factors. Bots doesn't get their real damage until level 32, and really doesn't shine unless it's hitting like 5 targets per shot. (It's all in the Burn) Thugs doesn't get as much AoE damage overall, but it's more consistent, coming from the Enforcers since level 12, and being much better against smaller spawns. Ninjas has really good single target damage, but honestly can't come close to competing with the other two in the AoE department.
It's my guess Demons will find its own niche within that. I'm not sure what it is, as I have yet to try them out myself. -
You're always going to get trolls and flames on both sides of the argument. You learn to live with it. As for the why, there are many reasons people create petless Masterminds, or MAN builds, or any of the other myriad challenges. The challenge is one reason. Wanting to play a weaker type of "not really super" character is another. Wanting to brag about having played such a character well is another.
I will agree with plainguy, Endurance is going to be your biggest issue. Most MMs don't bother about Endurance since the henchmen do all the work. When the only one to rely on is you, you're going to need to slot heavily for Endurance. Of course, your attacks are not really inefficient, just weak, it's the rest of your powers that are also costing a lot more End. Fortunately, if you want to stay active even if you decide to pick up the pets, the Endurance will still help you. And in I20 Stamina will become Inherent, which will help as well.
As for those who say that you shouldn't even try to use your own attacks when you are between levels 1 and 10, that's just nonsense. Your AT mods haven't kicked in yet, you're just the same as any other AT at that level, give or take. From 10 to 20 you really start to feel the changes, getting to its worst in the late teens. Then again, you wouldn't be doing a lot of damage between 18 and 22 even with all your pets. So that can be a good time to go partial petless.
Beyond that, it's all up to how much challenge you want. Oh, and with dual builds it certainly doesn't have to effect your teammates. You can have one build for fun while soloing, and switch to the other if you get invited to a team. -
Quote:Good note, although I was talking about secondary effects as a whole across the Set. Like DoT for Fire or Slow for Ice.Dual Pistols Piercing Rounds has a resistance debuff in the standard rounds.
I do believe -Res is pretty rare even as a unique effect of a power, though. Piercing Rounds is a good example, but I can't think of any others offhand. -
This is essentially what is known as a MAN build, and they are playable. A bit of a challenge, perhaps, but playable.
I have a Controller who is a modified MAN build. In addition to Blind, Decieve, Transfusion and Siphon Power, he has Group Invisibility, Phantom Army, and Transference, and will very soon have Fulcrum Shift. He also has Speed Boost, but only as there were no other good Power Pool picks, and I wanted to at least have SOMETHING if he ever teamed. So I have violated your "only the first four Powers" rule, but only to the extent that I doubled that to eight.
I don't have him slotted for IOs, but I have started adding some Serendipitys, and may have added some attack Sets, I'm not really sure.
How do I play him? Very well.With Containment and a full selection of Power Pool attacks he actually does considerable damage even up to Bosses.
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I'm guessing is that the problem is not that the devs do not want you inviting your other characters into your SG, it is they do not want to implement a whole new method to invite people who are offline.
Right now you can invite anyone who is online, but you CAN'T be online with two characters at the same time.
You can get around this with a second account, but getting someone else to help is a quicker and easier solution. The only problem is needing to do this every time you create a new character.
I must admit I like Garielle's suggestion. Although it still does not resolve the problem of two characters needing to be online at the same time in order for one to Promote the other. So it's not really solving the problem as much as putting it off to another problem. (Although I'm guessing it would be easier to Promote an SG member who is not online than it would be to invite him in the first place) -
Quote:Well, Soul Mastery is redundant with Dark APPs, which Corruptors and Stalkers get, and Mu Mastery is redundant with Electrical APPs, which Corruptors and Masterminds get. Not to mention all the hero APPs which already overlap with Dark or Electricity.Infernal's pool is pretty redundant if you ask me, since nearly every archetype gets a Fire APP.
Honestly, if we assume the devs are planning on making the APPs Customizable, while having the Patron Pools keep their graphical thematic link to their Patrons, I don't think there is a problem. Inferno's powers could have its own special "hellfire" graphics, that would differentiate it from a "generic" Fire APP. Plus, I REALLY like the Behemoth summoning. There could even be some unique "signature" powers, like Soul Storm or Electric Shackles.
I like these sets, Inferno and Woodsman especially. My suggestion was to actually double up the Soul Mastery, Mu Mastery and Mace Mastery sets, assigning them on the hero side to Dark Watcher, Synapse and Blue Steel respectively. In the case of Blue Steel, the mace could be replaced by an additional model that added a billy club to the Arachnos Mace selections. Your summons would then be PPD, while Synapse would be associated with Longbow.
The thing is, while the rest of the powers are straightforward, the summons don't really make sense if you have a character who switches sides. You've left Arachnos and gone hero, residing in Paragon City full time, yet you still have access to a Blood Widow or Arachnobot? It would make sense to me, if the technology exists to do this, to switch the pet for an equivalent one from your "new environment".
Behemoths, Tuatha, and Coralax, though, could be found in either area and aren't part of either "side". Behemoths actually are on both sides with the Circle of Thorns. So they could be used as-is, with those three Patrons being unique to their respective sides, while their power is still available to all Alignments.
I think it'll also be faster for the devs to only have to develop two new sets (or even put off developing new hero sets until later) instead of needing to make four new complete Patrons and Sets for them. -
Quote:In my case, I have a female android character who tends to be very flirtateous for much the same reason. She knows she's a machine, so "nothing can happen".It helps that this particular character, having an artificial body, tends to be very unconcerned about these things. The part that she's completely indestructible and strong enough to punch things past the sound barrier helps, too.
She's programmed to think of herself as feminine, though, so to her it's more a state of mind than body parts. After all, in reality she is just a computer program, her body is just a temporary shell for operating in the present. So in fact she would probably just laugh and dismiss it as "missing the point" if anyone questioned whether or not she was really a woman. -
The only known attack powers with Resistance debuffs as a secondary effect are Sonic Assault, and the whip from Demon Summoning.
Since there has not been a melee counterpart to Sonic, and Demon Summoning has come out, it's possible melee is due for a -Res set. Sonic came about long after the release of the game, though, and -Res is in and of itself a rare effect that the devs seem to try and want to keep rare. It cannot even be slotted for Enhancements. I'm guessing that an effect that just makes you do more and more damage is such a valuable one that it will always be hard to come by.
I would also like to see Radiation as a melee power, as it has -Def. Not quite as good as -Res, but at least it is an offensive benefit. Then again, most bladed weapons (Broadsword, Claws) have a -Def power in there somewhere. There just isn't yet a set that does all -Def.
I also believe Kinetic Melee is the first set to do -Dam. -
Quote:BTW, I play a Controller who relies primarily on 2 powers from his Primary, and 2 powers from his Secondary. It's called a "MAN" build...Apologies for the harshness but seriously...you're basically asking people to discuss the merits of a Scrapper/Tanker/Brute without any toggles or a Controller/Dom relying solely on the tier 1 from their primary.
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When last I made the comparison, Thugs lead the pack easily, because of the fast animation times of the Pistols attacks, and Empty Clips' fairly good damage rating. The Mercs' machine gun and Robots energy cannon were essentially identical. Bots got the benefit for being mostly Energy damage, but in terms of bare damage the two were both the same, and both abysmally low.
However, since then Assault Rifle got a change in its animation times, and I believe some of those carried over to the Mercs' version. If so, then the performance may have improved.
The Ninja's bow was not quite as good as Thugs, but better than either Mercs or Robots. Necromancy I was not able to analyze to a great deal of depth, as I had to start a new character, but on the surface I would say it can't be as good as either Ninjas or Thugs because it has no good AoE attack. Life Drain will certainly help with your survivability, but it's probably going to end up making you do less damage, overall, even if the other two attacks are better than their counterparts.
Interestingly, this pattern seemed to apply to the pets as well. Masterminds that did less personal damage did less damage overall. Masterminds that did more damage did more damage overall.
Although Demon Summoning was not around for me to make an analysis of, I would say the -Res will make a big difference. Enough to put it in first place, even with the attacks limited to melee range.
Taking some of these comparisons with a grain of salt, I would say my ranking would be:
1) Demon Summoing
2) Thugs
3) Ninjas
4) Necro
5) Mercs
6) Bots
In all honestly, to try and use Bots as a petless Mastermind seems to be an exercise in futility. Demon Summoning and Thugs, though, are IMHO good choices. As a player who's had experience with pseudo-petless builds, though, I would recommend dropping the petless concept once you get to about 26. I know of at least one poster who described getting all the way to 50, so it's possible, but I cannot in good conscience recommend it. You'll be better off going with a partial petless concept.