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Posts
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Quote:And... they get lower damage modifiers too! Yeah, imagine that.Oh, for people being dense...
Yeah, a MELEE set for pistols is... it... Super Hyper Uber Retarded-Pants-On-Head doesn't really cover it.
I dont think anyone (in their right mind) *asked* for a melee pistol set.
What would be great is Dual Pistols as they are now, y'know, ranged...Coupled with an armour set. As in, Super Reflexes. Or Invulnerability.
Now, since people seem to instantly go "ZOMFG Tankmage, Tankmage wanter, waah!" at the very mention of the notion of a ranged/armour AT, let me smack you one upside the head and get you to think for a moment.
Ok, so, Ranged/Armour or Assault/Armour is effectively what EATs at the moment get. They have a mixed choice of ranged attacks and melee attacks, coupled with an armour/self-support secondary.
Thats not arguable. Its fact. Its built into the game right this minute. And its balanced. Are they Tankmages? No. Can they be very powerful? Yes. So can every other AT in the game.
So, is the idea of the possibility of a ranged/armour AT broken? No. Because the Devs are more than capable of not screwing things up and making a broken AT/Set combo. They've done it with EATs. So anyone claiming its not possible is in denial of whats actually already happened.
And, No, the EATs will not suffice. If you make a Kheldian or a Spider then you are stuck with certain power colours, weapon choices, et cetera et cetera. It would be nice to have a more open concept to mess around with. Such as Dual Pistols/Super Reflexes, or Energy Blast/Invulnerability. Heck, Fire Blast/Fire Armour?
Maybe that would help FA suck less for some people... -
Quote:Your in luck! You too can make custom enemies for AE missions that have dual pistols and super reflexes!I watched The Matrix for the Nth time this weekend on my Blu-ray player. Now I want a Dual Pistols / Super Reflexes Scrapper, dang it. Make it so!
But the devs have stated flat out that scrappers will not get dual pistols. -
Quote:I'd say SB is really at it's most helpful if the following conditions are met:Wow, the speed boost debate continues. I built a kinetic controller without speedboost. Nobody had a problem with it. I only teamed with a couple of pick up groups, so, I wasn't too worried about hurting their feelings.
However, if I were frequently teaming with the same folks, I would get it and spam it on them, and maybe try and clobber a bad guy in between spams. I am not sure how well I would slot it - because if I solo, what good will speed boost do me? None.
So, are you going to team or solo? If you're going to do both, get it, just don't slot it heavy. And no one says you must get it as soon as possible. You could wait until level 20 or so.
And of course, I'd never boost anyone unless they asked me to do so, or use a bind suggesting they tell me not to boost them if they have lag issues or whatever.
1.) Team mate has extremely long cool down powers which help the team a lot
2.) Team mate is constantly running out of endurance
3.) Team mate is having trouble keeping up with everyone else
I'd be one thing if the +speed part wasn't so huge. But it is. The +speed can easily mess someone up. Especially if they didn't expect it. I got use to having a run speed of 36 mph or so without any toggles on, so I can handle it anymore. It's the +recharge and +recovery that make it useful. But not everyone will need those. Especially someone who's already IO'ed out their build to the point where they have insane amounts of +recharge, and managed to perma hasten. Nor does everyone need +recovery.
So really, while it's a useful buff... It's by no means as vital as some make it out to be. -
Speed boost? Don't care one way or another usually. Some characters love it (and I am use to high speed 24/7). Others, speed boost honestly provides no real benefit to the character. But if in a CoT cave mission, I will say this... Leave the speed boosts at home
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It will help with things like Corruption, Lash, Whip Crack, and Trip Mine though
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Quote:Then take control and give them orders? Although it's usually not much of an issue to me.Eh, just a quick note here....but if you are in a mayhem mission with ANY MM primary and you set your pets to 'Aggressive' mode they will always attack everything...since everything is an 'enemy'.
It's a good thing because it gives you bonus time for blowing stuff up (and badge progress) but also a bad thing when there are actual mobs hitting your pets and the pets are going for the car instead of the mob hitting them -
Actually, that's a problem with any henchman usually. Fortunatly, after level 20 or so they are almost never hit by the car explosions.
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Quote:With my thug/ta mastermind I have the following behavor:Still doing testing - with mercs/pain, pets not upgraded, just using the lowest tier pets, I shot a mob. The mob fired back, and the pets, in bodyguard mode, fired one volley into the mob then they both rushed into melee range.
With pets upgraded, it was inconsistent. Occasionally both would close, sometimes one would close, but never did neither of them close (except of course when the initial volley killed the mob - nothing to close with).
If there are people (Emberly, for example) who are not having their pets close to melee range, I really want to get the the bottom of why. All of my new masterminds are plagued with this melee issue.
My 50 thugs/dark, incidentally, is behaving relatively normally with pets upgraded or not. Arsonist closes, bruiser closes, and occasionally one of the punks closes. The rest stay back.
My 35 mercs/pain, with pets upgraded or not, had my commando closing nearly all the time (as expected), the medic closing most of the time (expected again), and the other two soldiers closing about half the time. The spec ops didn't every close unless the mob closed with them.
In all, my higher level mm behaved reasonably well. The only problem there was that most ranged enemies closed instead of staying at range.
For the people who are noticing issues here, are the issues mostly with lower level mm? That seems to be the case for me. Even very old (a few years) toons that never really leveled up are having the issue with pets closing to melee when they are ranged pets.
Punks stay back unless an enemy closes to melee range, THEN they enter 'let's pistol-whip them to death' mode.
Arsonist thinks he's Mike Tyson and keeps brawling the +2 rikti boss
Enforcers stay back and fire their twin uzi
Bruiser usually throws a boulder then closes to melee, but sometimes gets stuck in Chuck Rock mode. -
Quote:No, end redux in a summon power reduces the cost of summoning, AND it reduces the endurance costs of the summon's attacks. Some enemies though can (and do) drain endurance. Carnies do an end drain aoe when their defeated for example. Electric blasting enemies can drain endurance with every hit. Malta sappers drain an entire end bar in one or two hits.Putting end redux in this power merely reduces the original summoning cost. Not seeing any difference in pet end consumption. It and Frost Prince are still going through all endurance in less than 5 enemies at a time.
Furthermore, how can you "do something wrong" with a MM that would affect pet end consumption? The problem is simple, the fix is as simple; Lower the spell end costs of the Ember Demon and Demon Princes spells. Very easy.
While your at it, though. Please put pets that don't have melee attacks back on some kind of ranged AI or maybe even give WE PLAYERS a check mark to decide Ranged, Melee, or Both for each pet type, Minion, LT, and Boss. THAT would really help a ton! -
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Not quite working that way though. When I'm strafing it seems to ignore the rooting. Going forward/backward still roots.
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Well, it's true. If you can keep a ninja/poison alive (and without losing pets constantly) against large groups of foes... you can play any mastermind combo.
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Quote:Poison debuffs some things which nothing else does.I was going to roll /poison (poison is one of my favorite abilities in any game), that is until I started looking at /dark. Maybe I'm wrong on this, but it seems to me that /dark debuffs just as well as /poison, except AoE. It also has a better heal, an arguably better rez, and gets a debuffing pet. Sure, poison has insane debuffs when noxious gas is on, but that power has a long recharge, and requires a pet to be in melee (aren't demons ranged pets?). I'm guessing that poison would be a better fit for Thugs.
While dark has -regen, poison has -regen as well as -heal and -special (which also nukes the ability to use heals, not just the ability to be healed).
While dark has -tohit (and lots of it), poison has -tohit and -special to nuke many secondary effects
While dark debuffs resistance, poison debuffs resistance, defense, and the ability to grant defense buffs.
While dark has a single target hold and cone fear, poison has a single target hold and an aoe debuff which also has a really high mag hold. Or maybe it just stacks the hold many times. Not sure.
While dark has an aoe intangable... poison has an aoe sleep with useless end drain. Ok, here their comparable.
Dark specializes in shutting down large groups. Poison specializes in shutting down NASTY enemies such as AV's, Elite Bosses, and other single foes which you really don't like. Both are really powerful, but good at different things. -
Quote:I suggest /poison for a mastermind newbie. No better way to learn then to use the hardest set. Ninja/poison for example, great way for a newbie to masterminds to learn pet control and aggro management.I have a level 28 DS/Dark right now, and I'm really happy with her performance in PvE. I took Dark purely because of Tar Patch and Dark Servant.
Personally, I'm a Mastermind newbie; and I'm finding Dark to be a nice, 'easy-mode' set that let's me enjoy watching my pets wreck things to shreds while I worry about whippin' things instead of me constantly flailing around and trying to buff stuff. -
Quote:I gotta head to the bank (and get some food), but I'm gonna test this once I get home. And when the servers are back up if their still down.I was pursuing a marcone runner the other day and burst fired off while I was running after him. It was really satisfying
cause I have the rifle model B, which really looks like an SMG.
EDIT:
Ok, I'm testing now. Buh, this is new. I think it's a bug. Sometimes I am rooted, others I'm not. But before issue 17 went live I was always rooted with attacks. -
Even before bodyguard, masterminds could do well in PvP. Bodyguard came about because of the #1 pvp complaint: that players knew to target the mastermind and ignore pets, thus masterminds died really really easily in pvp to anyone. It use to be that no matter the stance/order of your pets the mastermind took full damage from any hit. In PvE it wasn't a problem, most things focused on the pets usually. In PvP though that broad sword scrapper would specifically run up to you and target just you, not the pets. As did the blaster with a snipe, the stalker you can't see....
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You do know warshades can teleport innately. ANd I used neb form for a battle starter, not battle escape.
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Funny, when I use the first few attacks while running around (say kiting Silver Mantis) I find I always stop to shoot.
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Your still rooted. The first attack at least (and grenades) have very short attack animations though. So you can fire, then move really quickly. Heavy Burst and Burst will root you for longer.
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True, till you get it though... WHo needs a panic button? Dirk Slade has 3 stages of teaming. Looking Awesome, Tanking, and Dead. Usually it's a toss up between Looking Awesome and Dead.
I have used neb form though to absorb the alpha strike before double miring though. -
I'll probably end up slotting a recharge intensive pet set into hell on earth. Which one, I'm not too sure of yet.
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Oh yeah... I probably should mention this. Back when they first added resistance inspirations I was all like "cool, resist based characters can get help too". Then I saw the values and haven't touched them once, even on characters with DR.
The only sort of resistance I'd even consider trying for with sets is.... psi resistance. Of course psi defense or ranged defense would be better. -
Quote:Those caps were back when defense sets like Super Reflexes had no def debuff resistance. Nor was there a 'soft cap' for every enemy. An AV for example would hit you 75% of the time at even level. And this was due to to-hit. Enemies higher level then you got to-hit bonuses instead of acc bonuses. While minions had 50% tohit, a boss might have 60% tohit. And a minion who was 4 levels above you might have 75% tohit. Thus defense powers were hit hard by the purple patch. I remember fighting giant monsters, and I'd end up turning off my defense toggles. They didn't matter, since the GM was still hitting anytime they wanted to.Actually defense does have different caps between ATs. ATs will hard cap at DEF somewhere between 175% and 225%, I think, off the top of my head. It's just that those values are totally irrelevant. Seems like one of those things that the original devs put in without realizing the actual end results.
Some enemies still get such high to-hit that it requires insane levels of defense to avoid being hit. Such as those freaking eyeballs in the shadow shard.