Lewisite

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  1. Thats weird. I was in my thugs mm a few days ago and I seem to recall their defense was enhanced normally. Did you resummon your guys? You probably did, but its worth asking

    I'll login in a bit and see what's going on, and post back.
  2. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    They hate Masterminds. Common knowledge around here.
    Mm's are a fairly popular archetype too, going by forum post counts.

    Sadly this seems to be true, our favorite archetype has suffered from massive ai bugs, retarded fixes that nerfed the class badly (no pet recharge for example), hideous balance issues across the set in general, and feature requests that seem to never get any attention. Its pretty rare to see a Dev post here, I've maybe seen it once or twice in some 50 months of sub time.
  3. Lewisite

    Wish List for 21

    Quote:
    Originally Posted by Wooden_Replica View Post
    how about some level of Hench Custimization,
    Mercs among other things have always been a bit blah looking, or maybe you want your robots appear to look like some of the ingame robots
    Only been asking for it since October 28th, 2005. I've actually become an old man waiting for this to happen.
  4. Whats really surprising is just how evil /Dark's -ToHit is, but it does explain things I've noticed. I made a Necro/Dark awhile ago because I wanted to play with undead basically, I never considered it to be anything like a primary character.

    /But He Kicked Butt/

    I was thinking with little in the way of defense or resistances I'd suffer on the big spawns, but nope, he owns them pretty hard. Looking at the 60 -ToHit makes me think even incarnate content should be fairly survivable. I'm not 100% sure of how the relationship between ToHit and Defense works... but if they are essentially similar thats pretty powerful stuff. Word on the street 60 Defense is the new softcap for Incarnate content, anyone know how the mechanic for -ToHit works? Because if, say, +5 Defense and -5 ToHit are equivalent that actually shows /Dark to be stronger than most people think it is.

    Neat to get some tables -- great work! It also exposes a lot of the secondaries for the poor performers they are, something this forum needed badly. Thats why you rarely see Trick Arrow and Poison MM's, except for the stubborn players
  5. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    As I said, you're only looking for a quick dump for the Pet Uniques.
    Well, yeah...

    Is that a bad thing? I mean the auto turret (or whatever I guess) would still be useful provided the recharge wasn't too long on it.

    They are way more likely to buff serum that change the power completely I freely admit. A temporary buff on a long recharge still sounds like something I personally would skip in favor of something to add more regular survivability though.

    Its not up to me anyway, I still play my mercs flaws and all

    Cheers!
  6. Maybe try posting the tables in Google Docs? You can post a publicly available read-only document.

    Anyway, great post. I'm looking forward to seeing the tables, I suspect they'll show what I've suspected all along really -- but with tables

    I'm essentially a MasterMind-only player, and I've played most of the possible combinations over the years since Villains came out... my experience is that the only solid secondaries for MM's are /Traps and /Dark -- both for exactly the same reasons -- they offer survivability if done "correctly".

    /Traps when combined with Thugs or Robots can softcap the pets, and get the MM himself most of the way too. Both of those work extremely well, Bots/Traps is legendary.

    /Dark offers the same thing from a different direction, -ToHit. You barely have to lift a finger to get the enemies -ToHit down to almost nothing with when the Dark Servant is up. The nice thing about Dark is that it doesn't require a certain primary to work great.

    But the rest vary from terrible (/Poison) to so-so. People using the above two should have a great time with their MM's and should eventually be able to handle the Incarnate content as well as most other archetypes, but the rest are going to suffer.

    Don't forget that against AV's purple triangles of doom render debuffs almost worthless while they are up!
  7. I respectfully disagree.

    The suggested changes hardly make up for the lack of recharge intensive pet slots, all the above does is make serum a power you might use occasionally, RIP slotting gives you permanent bonuses you can use all the time.

    This is all opinion, I understand, but mercs suffer from poor survivability, and RIP slots provide a very solid bonus.
  8. Quote:
    Originally Posted by Deacon_NA View Post
    The reality is, Mercs will get you from 1-50, enabling you to solo the whole way if you wish, including all the EBs you face. It's just relative to other henchmen that it loses lustre.
    Yeah, but the game doesn't end at 50, it begins! Right now I'm playing with a Mercs/Dark build that looks decent enough in Mids. Not sure how it'll play out though. Time will tell I suppose. I guess I'm thinking that Mercs never have enough DEF or RES, so.. I'll go for -ToHit and see how it plays out.

    I have a Necro/Dark who has little in the way of DEF or RES but honestly, even at pretty hard content I find myself waiting impatiently even for my zombies to die so I can extract their souls.
  9. Mercs where my first MM, and my first to 50. Since then, I've switched off of them largely but there are things I miss about them when I'm playing the generally superior Robots or Thugs.

    1) Lots of Dakka Dakka. Shell casings everywhere. You can really tell where a Mercs MM shot somebody up from the huge pile of shell casings

    2) Full Auto + LRM. The commando gets two quite solid nukes. He rarely uses them at the right time, but they are super-cool never the less. Especially since MM's *FOR SOME INFURIATING REASON* cannot get Munitions Mastery, even though it would look sweet with mercs. I could use a bazooka too damnit.

    3) Spec Ops snipe. Seriously long range, it makes a sweet attack for pulling mobs and, back in the day at least, they'd usually behave if you told them to attack a guy then immediately pulled him back when he started the animation. Usually the spec op gets away without getting dinged by the enemy too if you move him into cover. The recharge is short enough usually snipe is up when you start an attack. It also makes a sweet finisher for a mob running away. Spec-op rifle butt occasionally yielded hilarious results (like butting a demon overlord, lol!). Oh and the spec ops actually look cool and professional.

    4) Loyality. You gotta hand it to guys who manage to remain loyal to a /Poison MM. That combination is so bad I found myself screaming into my walkie-talkie for more men that I'm sure even robots or zombies would have stopped bothering to showing up.

    In more general terms, I found the generic soldiers to be somewhat more competent then most T1 pets, medic aside (who's dumb like the Arsonist but without the blaze of glory). Their cones are narrow but I actually had little trouble arranging mobs into an area where the boys could mow them down nicely. The basic thugs feel like they contribute little, similar with bots. Its probably not entirely true though.

    Even though these days I roll with more potent builds like Thugs/Traps, Robots/Traps and even Necro/Dark.. I miss my Mercs

    Anyone else still like Mercs, even with their suckage?
  10. Lewisite

    Thugs/?

    Quote:
    Originally Posted by anonymoose View Post
    All those stacking leadership bonuses from the Tier 2 pets will be insane, sounds like a fun team.

    I'd say anything but FF will be fine, i.e. you won't need extra defence.

    3 Dark Miasma is a little redundant from a pure powergaming analysis... but would be lots of fun. I wonder if 3 Dark Servants could tank the Freedom Phalanx?
    Not sure if this is true, but word on the street is that some incarnate-type enemies at least have a base to hit bonus, moving the softcap up from 45 to something close to 60. But AFAIK this hasn't actually been verified. Keep in mind also, there is the cascading defense failure problem -- it seems to me you can just never really have enough defense.
  11. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Anything ranged with /Traps fits the original MM description. Other than that, I see your point.
    Well, you are still going to end up doing the tanking for your pets... no pet even with softcap def and whatever resistance is going to stand up to incarnate content for very long! Or even most boss fights.
  12. The sad thing is that poison trap isn't even that great a power. Its situationally useful.

    Its just poison sucks so bad people are grasping at anything that seems plausible to implement.

    Honestly, poison is a total loss, I doubt it'll be fixed ever, its just going to have to live on as a highly niche secondary thats rarely seen for good reason. Sure, it has its special little place where it works almost as good as traps or dark, but for most content its pretty awful.

    Us poor suckers who actually took this set to fifty can be proud that we can endure!

    Mercs/Poison FTW! After that, all the other sets seem awesome
  13. Hi fellas.

    First let me say, that Masterminds are my favorite class, in any game anywhere.

    But I have to say, doesn't it seem like it flew off in a direction that the devs totally didn't anticipate?

    For example. The idea is that the minions do the fighting and such while you provide leadership, direction and coordination.... says the description anyway

    In practice, you taunt/fight while your minions form of a clumsy cloud of confusion around you. You end up taking the damage for your poncy minions...

    They give you ranged attacks, but most of your powers require you to be in the middle of melee. Only demon summoning sort of gave in and gave you semi-melee attacks.


    Anyway I love my MM's, but the class really makes no sense at all. :P Although it conceptually kinda works if your a blueside MM ironically -- that way taking the hits for your minions actually makes sense in a way.
  14. Hmmm, I think replacing serum with a recharge intensive pet like auto turret would work better than anything you could do to serum.
  15. Quote:
    Originally Posted by ParticleIllusion View Post
    Thats odd, each time I fight myself, he never has time to summon because the dark prince had already locked him down and the ice minion had frozen him. my doppelganger is dead in less then a min.
    lol, well. Thats a bit beside the point though, I've rarely had a doppleganger fight last very long, but thats because the AI really lags around with summoning its pets. Still, when they do I win anyway because the dopplegangers have bad AI :P

    So... why not just skip the whole stupid buffing thing entirely anyway.
  16. It really should happen. The pets are the important part of an MM, its incredibly lame really that our *primary* isn't effected by set bonuses. Unfortunately.... the Devs have always seemed to have a kind of hate on for MM's, at least its seemed that way to me. MM's have so many long running unfixed bugs its sometimes very frustrating.

    The new AI bugs are not really "new" at all anymore, the pet-zoning problems have been here for a while too. So, I don't know, if we can't even get bugs fixed I doubt we'll get much improvements, lol.

    Well who knows ;P
  17. Quote:
    Originally Posted by Bookkeeper_Jay View Post
    I would die a happy man.
    Me too! But I want to enjoy it for a couple of days before I actually kick off

    Seriously though, the pet upgrade process is just lame in general.

    The code already exists so id be sweet if they just came to their senses and has it work like npcs.
  18. You know those missions where you occasionally fight yourself? Like a Nemesis clone or something? You notice the pets are summoned pre-enhanced? I'd be fine with that. Honestly replacing lost minions in battle isn't a huge deal for me, its going through the hassle of re-enhancing them -- thats annoying and unfairly end-expensive -- it seems most of us agree that its the enhancing thats the unfair part.

    Why not just have the pet enhancements a passive ability that just makes your pets summon equipped -- like NPC MM's do. MM primaries are too end-heavy in general anyway.
  19. Quote:
    Originally Posted by Twoflower View Post
    3. Protect your pets. Take a secondary that gives them damage resistance or defense, and then boost that aspect with the pet set procs. If you slot right, you can have controlling spec ops, a medic with a little extra heal, and room left over to fit in BOTH aura procs.

    Hope this helps a little.
    I'm not sure you can ever get enough defense to really keep them alive very well. Not even with /FF or /Traps. But with a bit of ubermicro I bet you can get -ToHit deep enough to serve the purpose.

    I haven't tried it yet (for some reason) but I'd wager that Mercs/Dark actually works fairly well. Slap on what defense you can, debuff enemy tohit as much as possible... between darkest night and the magic of dark servant does I suspect you get something similar to a softcap defense equivilant. Plus a usable AoE heal.

    Also stacking tar patch and achilles heel seems like a pretty potent combination.
  20. Quote:
    Originally Posted by anonymoose View Post
    Well my bots/traps has a rough time in incarnate content so I'm under no illusions that this toon will be any use whatsoever in lambda/baf.

    As I say, if I still like playing this toon her endgame will be running tip mishes and random v-merit rolls.

    But I've got other toons that can handle the incarnate trials and quite frankly I'm tired of them and I don't even have my main fully incarnate slotted... I'm playing my alts right now waiting for the trials to get less crashy.
    Thats rather it actually. Bots/Traps is quite possibily the strongest MM combination possible. People routinely claim the MM's are overpowered, yet they suffer on incarnate content. You can safely say this: MM's are very strong at certain kinds of battles. But they scale poorly with the new content.

    To the original poster, your only real hope with Ninjas/Poison is that the Devs address the issues, 1) with Poison being rubbish in general, and 2) with MM pets being far to vulnerable in end-game content.

    Basically, roll a Bots or Thugs/Traps, and ram those defense numbers up up up as high as you can get them if you want to be part of the action for now. Sucks!
  21. Well.

    Your not going to have serious problems until your 50, then the challenge begins.

    Certain combinations of primary and secondary perform very well, but in general I think you'll find most combinations struggle to keep their pets alive. Even the stronger sets can easily eat dirt pretty fast with incarnate content.

    Poison is going to be a very rough ride at the end where most interesting content is seas of very tough mobs. Poor ninjas will die in waves ;(

    This is opinion, but I think mm's in general are poor in incarnate content.
  22. Quote:
    Originally Posted by TheBruteSquad View Post
    The criminal mastermind who puts himself in harms way for the sake of his followers? Wha?
    Hey, don't forget you can have blue side Mm's now, then it kinda makes sense in a way.
  23. I don't know... I think a lot of these suggestions don't do enough for this set. Honestly compare poison to dark or traps. It is really bad compared to those great sets.

    In my opinion, most of these tweaks will result in a set thats still weak, but thought to be "fixed" in the eyes of the devs. It will still lose hard end game.
  24. Quote:
    Originally Posted by Psylenz View Post
    Do NOT underestimate the amount of to-hit debuff that the dark servant brings to the mix. The PbAoE debuff, Chill of the Night, on the Dark Servant is a base 30%. That can really neuter melee attacks on your dark servant and by extention, your mastermind.
    So much! Dark servant rocks, whatever you do make sure you can have that guy around all the time. He heals, he debuffs, he rocks the house.
  25. Yeah, good points.

    But its lame the bonuses do nothing... Maybe they just count for a reduced amount? Like half. Your not to likely to soft cap from just half. Not by just bonuses anyway. It would really even out some of the primaries like ninjas and mercs that have a rough time of things end game.

    I mean I know it'll never happen anyway