Jibikao

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  1. Quote:
    Originally Posted by MisterD View Post

    The biggest issue I see with MMs and the new TFs is, as someone mention, everything is +4, at minimum. Pets die way to fast. Especially unfair on the tin mage malta av, or BM mission. It pretty much makes the entire primary useless. And I didnt bother resummoning.
    However, thats more due to the silly mission design than anything else
    This is where I am coming from with this post. I have ZERO problem leveling a MM to 50. I think MMs start out the way it was intended but as the content gets much harder and at the rate that your pets are dying at higher level, MM becomes very "frustrating" to play. Maybe some people like to keep resummoning and contribute very little to a very important fight, but I don't enjoy it.

    My experience of lvl 50 Merc/Storm VS 50 Merc/Poison is that /Poison is one of the weakest secondaries for MM. It excels in single debuffs but lacks literally everything else to protect 6 pets. /Poison is fine when you solo but so is /Storm. I don't want to get into why I feel /Poison sucks. I just feel in general, when you start to include a lot of set bonuses and now Alpha slots, MMs' potential seems to drop greatly.



    I feel I may need to play my old MMs more to feel their worth but doing BSF last night as the only MM Necro/Pain is terrible. I usually do very well in "regular" contents but man...that SF makes me realize how frustrating it is when things get really bad...all those AoE damage.
  2. Quote:
    Originally Posted by Xzero45 View Post
    MMs are amazing. If you're having a lot of issues with them, I think you're doing it wrong.
    Nope. Describe "amazing" to me. I don't have experience with Robot/Trap or Robot/Dark and I will not level one to 50 just so I feel "Mastermind" is balanced.

    I have yet to be amazed by a MM at very high level content except for some "tanker-mind" that try to draw aggro to himself and let his pets run wild. This is alright if your pets are all ranged like Robot but it's horrible when zombies or ninjas run on their own aggroing other things.

    I am still not amazed by Robot MM or Tanker-mind.

    I don't have a lot issues with MMs. I only have issues with MMs when content is designed to be really hard which frequently includes a lot of AoE attacks that can wipe out your pets (mothership raid, and the two new SFs). Leveling any character to 50 means very very very little to me. You can get to 50 without doing any SF or increasing your difficulty to +4x8. And no, I am not using +4x8 as the standard. I am only using my standard when toons are well slotted with set bonuses. I feel MMs are lacking severely in that respect even with 4 pet unique. I feel if I am not Robot (or maybe Thug), I have to keep resummoning because my zombies just die too quick when things MATTER. I don't care about +0x1 game. Any AT can solo that.


    I also tend to think those that say MMs are "too awesome and you are the problem" lack understanding of what other ATs can do with set bonuses and now Alpha slots. I used to play mostly MMs (hell, my very first 50 is Merc/Posion!) and I thought I was awesome until I start IOing other ATs.
  3. Just want to say this doesn't fix the problem.

    "C:\Program Files\City of Heroes\CityofHeroes.exe" -project coh

    I had no problem playing on Saturday night until just now. I started the game and the updater downloaded a new patch.

    The shortcut only allows me to start the game which I can. The problem is when I choose a server (after logging in), it says No Response from this server.
  4. Mmmmm, I could play on Friday night and Saturday but right now it's Sunday night and when I started cov, the updater downloaded a patch. After that patch, I could log in but as soon as I chose a Server, it says "No Server Response" and told me to try again.

    I see both Freedom and Virtue have 3 red dots so I am in the minority here? It must be the new patch I just downloaded. blah...

    I've tried that shortcut "C:\Program Files (x86)\City of Heroes\CityOfHeroes.exe" -project coh

    but the problem isn't starting the game. The problem is CHOOSING a server which it fails to connect. Oh well, I guess I'll go to bed.
  5. I used to be a very active poster in the MM forum. I've made lvl 50 Necro/Pain, lvl 50 Merc/Storm, 50 Merc/Poison, 47 Ninja/FF, 46 Necro/Storm and many other higher level MMs (like 37 Thug/Trap and 32 Demon/TA) except for Robot.

    My idea of Mastermind is actually using my pets as my "weapons" rather than "meatshields". I really really really dislike Tanker-mind build because if I want to direct damage to myself, I would play something else. Yes, I've heard many awesome stories about Robot/Trap or Robot/Dark but most of them revolve around using provoke and let the pets run wild.

    I played Guild War's Beast Master and I love how my pet IS my weapon. Mastermind used to give me that feeling until recently. When I say recently, I guess it's when I can start making mob size harder and bigger and when set bonuses start to really matter and turn squishies into "durable" (with lots of +defense).

    I enjoy mastermind a lot at lower levels because that's when pets don't die in one aoe or one hit and when I feel my pets are good "weapons" rather than useless cannon fodders. I took my Necro/Pain to Barrcuda SF last night and I totally did not enjoy it and I cannot imagine bringing any of my MMs to the two new SFs (Apex and Tin Mage). Those mobs are +4 level to me so any hit pretty much kill my minions and I hate losing any of my pets and resummoning them again and again. I already put 4 pet uniques. I took maneuver and I even try to get melee with my pets so I can aoe heal them as soon as it's up.


    Playing MMs at high level has become so frustrating (well, play as Necro, Ninja and to some degree Merc) when pets just die from aoe attacks left and right. Yes, I know I am supposed to resummon them but sometimes I just feel like why bother resummoning them when they just die. If I need to spend 6s or more seconds resummoning and upgrading, I might as well just support my teammates first but if I just want to support, I should just play a Corr/Defender.


    And of course there are Robot and Thug users who swear MMs are overpowered. I truly don't feel that way at high level. I feel when the contents get harder, the pets get less useful unless you are Robots?


    I really think pets should have some innate aoe resistance. The set bonuses don't support pets well unless you direct damage to yourself. I am hoping new Alpha slots can improve pets' survival or else I don't think I'll alpha any of my MMs. They become "fun" to "frustrating".

    At this point, I just don't enjoy MMs at high level anymore because all the advantages of being a MM seems to vanish. At low level, you have more endurance because your pets are fighting for you. Well, with set bonuses and alpha, endurance is hardly an issue. Your pets are supposed to be the meatshields for the team. Well, they are pretty terrible cannon fodders if they just die in one or two hits and the common strategy is to taunt and direct damage to yourself. Why bother playing Mastermind then? MMs are supposed to have good damage. I deal pathetic damage when my pets just keep dying and I keep on resummoning/upgrading and why bother micro manage pets when they just die?


    There some issues that could have made MMs better like getting rid of Brawl for range pets and how Oni is still taking knockback set when he has no knockback attacks. I just feel the dev thinks MMs are too awesome to receive any kind of attention (when is the last time dev posts anything meaningful in MM forum except for getting rid of pet's Recharge? ) but I really don't feel MM is that awesome. I feel Mastermind's pets should benefit from +recharge because they are his weapons.

    I also don't know if it's just my "taste" in AT has changed or MMs are just too frustrating to play.
  6. Quote:
    Originally Posted by Jordon_Justice View Post
    I also plan on running the LADY GREY TF, CRIMOREA TF, and the new Tfs which have been introduced if that matters
    Fortunata is one of the BEST in ITF because those elite bosses have no psi resistance when their god modes are up so you can help finish them off easily. Your psionic damage is very good in that strike force. And also, the healing nictus require a hit check so your Mind Link and leadership defense help a lot too especially if you have MMs on the team.

    Lady Grey is also great because during Hami fight, your Fortunata's dominate counts as both Range and Control type? I haven't confirmed this but I just did two Lady Grey recently and it's a piece of cake. All the psionic damage from Mentalists are not bothering me at all. Drones take a bit longer to kill but they die easily anyway.
  7. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    I have 5 MMs, 4 controllers, 1 Dom (With his pets ) at 50. It affects all tiers, its more effective in some then others.
    You mean when the proc happens, all 6 pets get the benefit or only the pets in the same tier can get the benefit? For example, if I put it in Genin (I think it's the best choice since they have no damage proc and they attack the fastest), when the proc happens all 3 Genins get the Build Up.
  8. Quote:
    Originally Posted by Test_Rat View Post
    Healers.
    This. Healers that don't attack and just set healing aura on auto.
  9. Jibikao

    Cardiac +range?

    Knockout Blow has 13ft range?!!!!! Why?? Oh my. I never know that. So it has one of the best melee aoe in Footstomp and a constant build up effect in Rage and the only thing it suffers is just 10s cool-down? Damn. No wonder there are so many super strength.


    Oh well, I guess if you are Claw or Spine, the +range could be useful.
  10. Jibikao

    Cardiac +range?

    Quote:
    Originally Posted by Tylerst View Post
    Indeed, only melee attacks that accept range enhancement would work.

    For example, knockout blow.

    Speaking of which, the first incarnate mission where you have capped range makes knockout blow able to hit from a mile away, it's hilarious .
    How come Knockback blow can take +range? That's strange??
  11. Jibikao

    Cardiac +range?

    Does the 20% +range in Cardiac alpha slot apply to melee attacks as well? Or only powers that can take +range enhancement (basically most range attacks)?
  12. Quote:
    Originally Posted by JuliusSeizure View Post
    Mu wins by a wide margin for AoE damage as it has Ball Lightning and Static Discharge.
    But SoA already has many aoe available... I don't see why you would need more than one aoe from patron.
  13. Oh yeah, "Ultimate" definitely fits Fortunata!

    I am working on Alpha Fortunata and she is a beast! Yes, her damage isn't the highest but the combination of her survival, long-range, control, and team defense makes her so good in any situation! Soloing is joking easy unless you try to jack up the difficulty too high and in that case, she just doesn't kill as fast. Hover is a great skill to have for a toon that mostly does range damage.

    This is my new Alpha build (Muscular) but I haven't had the time to get all the purple sets yet:

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Flight
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg(50)
    Level 1: Combat Training: Defensive -- DefBuff(A), LkGmblr-Rchg+(3)
    Level 2: Subdue -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(9), RedFtn-EndRdx(9), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(11)
    Level 6: Aim -- RechRdx(A), RechRdx(13), RechRdx(13)
    Level 8: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17), Ragnrk-Acc/Rchg(48)
    Level 10: Indomitable Will -- EndRdx(A), EndRdx(19)
    Level 12: Dominate -- UbrkCons-Dam%(A), Apoc-Dam%(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/Rchg(21), Apoc-Dmg/EndRdx(23), UbrkCons-Acc/Rchg(23)
    Level 14: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 16: Tactical Training: Assault -- EndRdx(A), EndRdx(29)
    Level 18: Boxing -- Empty(A)
    Level 20: Tactical Training: Leadership -- EndRdx(A), EndRdx(50)
    Level 22: Foresight -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(31), LkGmblr-Def(31), ResDam(31)
    Level 24: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(34)
    Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-ResDam/Rchg(34), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36)
    Level 28: Assault -- EndRdx(A), EndRdx(36)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(37), RedFtn-Def/Rchg(37), RedFtn-EndRdx(37), RedFtn-Def/EndRdx/Rchg(39)
    Level 32: Psychic Wail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40), RechRdx(48)
    Level 35: Total Domination -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(40), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
    Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(42), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(43), Mlais-Acc/Conf/Rchg(43)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 44: Soul Tentacles -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(46), GravAnch-Acc/Rchg(50)
    Level 47: Hover -- Frbd-EndRdx(A)
    Level 49: Tactical Training: Vengeance -- DefBuff(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(27)
    ------------




    I used to have Scramble Thought for the mag 4 stun but I realize that when I solo, I can easily stack Dominate and Scramble takes too long to cast. I took it out and get aoe hold instead. With aoe hold, I'll have 3 aoe controls in Psychic Wail (mini nuke + stuns), AoE Confuse and AoE Hold. My Fortunata is all about range damage so she doesn't use Confuse.

    I don't really enhance Dominate's hold duration because 1. I don't have domination so I won't be able to perma hold an AV anyway 2. I have enough defense to easily stack holds on anything that can be perma held (IE bosses).


    Basically, this Fort is built for having the most Team buffs and the highest range dps possible. I took Muscular because I think the only thing she needs is more damage but I haven't experiment alpha builds much. I think I am missing out on alpha potential. My ST attack chain is simply Dominate, Gloom and Subdue and only use Scream for aoe damage and tenticle to keep mobs still.
  14. Quote:
    Originally Posted by Golden_Avariel View Post
    I'm thinking the best way to get the most mileage out of an Alpha slot is to have a build specifically for when you are at level 45+ that takes that extra 33% into account already. Then you can use the saved slots to improve your powers in other ways.
    Yeah I agree. I bought Muscular for my Fortunata 'cause she really only just needs more damage but I don't feel I am capitalizing all the +damage because all of my attacks are already so high. I feel I need to really re-build her to get the best out of muscular.
  15. Quote:
    Originally Posted by Creux Voix View Post
    Hello.

    I am curious about Mu Mastery. I wanted to know if it was more damaging than Soul mastery? So far I have been a fan of Gloom and Dark Obliteration, but I wouldn't mind switching it up from time to time.
    In terms of activation and base damage, Soul is the best because Gloom has higher base damage than Mu Lightning and Dark Obliteration's damage is all up front while Ball of Lightning is partially DoT.

    Are you Fortunata or Crab? Gloom is a great way to increase your range dps.
  16. My current Crab build is semi-melee because I love using Arm Lash and Frenzy too much.
  17. It would be funny to see how much damage/healing you do at the end of a TF, like a Result chart or something. Like how much damage you've taken, etc.
  18. Quote:
    Originally Posted by gameboy1234 View Post
    It definitely does.

    And all of the Alpha Slot bonus that by-passes ED also applies to your Pets as well. So the initial 33% boost will have about 5.5% that by-passes ED, the uncommon Boost will have 11% that by-passes ED. That should put you well over 100% in whatever category you choose (assuming you where at least close to the ED cap before).
    Mmmmm... I see. My Fortunata took muscular to get more damage but I don't see 33% damage boost because all of my attacks are already so close to cap (full thunder strike set). So the only thing I get out of Muscular is the "bypass" part. Doesn't seem that good to me. We'll see.
  19. I think Ninja/Poison is a pretty bad combo mainly because /Poison offers very little for pet support. If you only solo, then it's fine but I am sure others can solo much higher difficulty than Ninja/Poison. The single hold is handy. The single debuffs are ok...they are not as "devastating" as some of suggested. It's really just single target.

    Ninja set requires a lot of babysitting and /Poison counters that. I have a lvl 50 Merc/Poison who I already don't play anymore. I can achieve better results with Merc/Storm.
  20. Quote:
    Originally Posted by StarGeek View Post
    It depends upon the level of the AV. At level 50, they're going to resist 87% of the debuff (see Archvillain Resistance). So that's only going to be 3.25% of debuff. If they're higher level than you, even less.

    Wow, I thought -regen is not part of the "Resistance". Yikes. 25% means nothing then. Thanks.
  21. I don't know why somebody told me it can stack on its own. Can anyone confirm this?

    Some said the -regen power in /Poison secondary set stacks too?

    If it stacks, I may keep it. I don't think I am interested in 3rd build. Just takes too much time.

    The problem is 25% -regen. What does 25% do on an even level AV? Any idea?
  22. I think I have the newest Hero Mids program and it is showing SoA having access to Epic powers. hehe. I thought they changed it somehow. Oh well, no biggie. I can certainly understand the limitations.
  23. Quote:
    Originally Posted by StarGeek View Post
    If you like, use it in your second build.


    In an AV fight, -25% really isn't all that much after the AVs debuff resistance is factored in.
    My second build is blood widow build.

    Mmmm... if 25% regen debuff doesn't stack on its own, then I am respecing out because 25% certainly doesn't do much against regular bosses. I find weapon draw make poison dart very slow.
  24. Quote:
    Originally Posted by ApolloSteele View Post
    What if MM's used pets for mob control while acting as a buffer/debuffer on BM during second half of fight?
    For mob control? If you don't move your pets around before the "blue symbol" drops, your pets will die in 2s. There's nothing to control really. There will be ambushes that keep going after you so if you set on bodyguard mode and let your pets fight on their own, they will die in seconds.

    You either keep resummoning or just focusing on your secondaries but if you just keep focusing on your secondaries, you might as well play a Defender/Controller/Corruptor. That's my take on it. Resummoning costs a lot of endurance and time. For the amount of time you try to resummon and upgrade, you might as well blast yourself or try to support. Some primaries will be better off in that TF...and I am not surprised that it's mostly ranged sets that benefit.

    The new and harder content seems to promote range dps. I brought my Bane to apex last night for the first time and I could only spend about 20% of the time in melee range. All the other time Maiden was in blue flames or running through blue flames. It was first time for some of us so we were confused. One of the trollers was probably using immb a lot which stops her from walking out of flame. Maiden also has nasty crossbow attacks. I heard Tanker's taunt has -range debuff which may force her to chase you which is a good thing! You want her to chase you.
  25. Quote:
    Originally Posted by plainguy View Post
    Is it the current state of the pet AI ? or is it how the TF is set up that is not MM friendly ?
    I did Apex last night. I used to be a big MM fan but not anymore. I find the harder the content, the worse MM is. (But I also don't use Robots or Thugs. I like Merc, Necro and Ninja)

    I can't imagine playing as MM in the last fight especially if your pets are melee-oriented. It's annoying enough to keep dodging yourself. You'll have to keep goto or rely on team teleport but team tp has a problem... if your pets run out of the radius (which can easily happen with current pet's AI that runs forward to brawl), team tp won't work and your teammates may hate team tp. They can't "decline" team tp. It may cause more chaos than it already has. I know this because my Necro/Trap used to use team tp all the time and it annoys the hell of others. :P


    I find it very very annoying to keep resummoning. I also hate using body guard to taunt for myself because I like directing pets. I don't like letting them run around on their own.


    I am sure some MMs have joined a team that beat the TF but this doesn't mean playing MM in the final fight is fun. I may try it after I am done alphaing Bane and Fort.