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I'm not sure why, but I've never had a problem with my Arsonist (Flames McGee) being renamed 4th street boyz or 5th street boyz when he's dead at the same time as another tier. Now, his position in the window might change, but he's never gotten renamed.
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Quote:No I haven't. A keld has MORE powers just in primary and secondary then they can take by level 50. So for every pool power you get, you have to decide which from the primary/secondary you don't want. And warshades get a lot of really nice powers. Plus if your tri-form you are short on enhancement slots too. So I find I have to look at power choices also in terms of "How many slots will this require?"As Square One said, you're misunderstanding the phrase "Slot starved."
As a TriFormShade, I don't have many slots to spread around. That means at least five of my power picks will be "slotless." A power without slots is a power I don't plan to use often/ever. Since they come with the initial slot, they might as well be set mules.
As such all but 1 Dwarf power has only the default slot. Many human form powers too only have the default slot as well. -
Good goddess no! It's a horrid power. I've used it simply for messing around and setting up EB sleep traps (stack 6 or 7 in one spot then lead the Elite into it). Even then all it does is *maybe* negate one attack, and drain their endurance bar by 1/2. And the endurance is recovered in seconds.
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My crab spider build has yet to slot more then 3 ACC enhancements total. And those are in Combat Training: Offensive. It alone gives me 1.22 acc, and combined with the Tactics toggle, I hit 95% tohit on +1 mobs, and still can hit pretty reliably vs up to +3 mobs. I prefer fighting on -1/x4 though for added mobs that drop faster.
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Thanks. Was wondering cause I was banging my head against a wall trying to beat Silver Mantis. Then thought "Why not try ODing on enrages?" But didn't want to use too many at a time. You know, save some for when the first batch wear off.
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Not exactly. Before I could buff up my pets without really losing too much endurance. And upgrading a single replacement pet was cheep. Now I have to pay the same huge amount no matter what. And mid fight, waiting around to be able to rebuff the pets due to no endurance can get you killed.
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Quote:I have been. And you know, it's still not a moot point. Dark Regen use to cost 50 endurance unslotted. It still costs a lot. With 3 level 25 IO's for end redux dark regen still costs 19 endurance to use. With two level 35 end redux IO's slotted the pet upgrades are still 36 endurance to cast.How about slotting the upgrades for EndRedux and making this all a moot point?
Is it costing 36 endurance WITH slotting really a moot point? Or is it expensive as heck? Especially when you need to upgrade only one or two minions? Or if you have to upgrade them during a protracted fight? -
Quote:Actually, zoning doesn't matter. it's long been a problem. If the pets are actually different (thug vs arsonist) the name is pretty standard. However if the types are the same (3 genin for example) and one does, when you resummon it might be in the wrong spot position wise. Rather annoying when you use keybinds to target your pets.It is, I believe, a known issue. It's not actually related to resummoning your pets (if you zone into a mission, summon your pets, some die, and you resummon, the names should still match), but to pets zoning with you (when the pets zone, sometimes randomly their names get shuffled around and the thug who was Moe is Larry in the new zone.) This mix-up can get stuck, and the only real solution is to dismiss all and resummon fresh.
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HEY! It's actually a pretty nasty combo. Mix in Aid Self and Aid Other (along side stamina) and you got THE Archvillain killer you need.
I also have a very fun thug/ta. And am gonna make a couple demon summoners. My main love though is ninja/poison. Some tactics for masterminds in general and ninja/poison in particular.
Pet control: master it. Weather you just edit the initial 3 macros, create a macro for each stance and command, or use the very good numpad binds. No matter what you do however you need to learn how to control your henchmen. It's a matter of life and death (of the team).
Personal Attacks: Take them or leave them. For most sets you'll be better off without them though.
Stamina: By no means a requirement. It does help however. Especially in long fights.
And now for ninja/poison. This combo is heavily single target for debuffs and damage. It's also rather high damage. Your best when focusing fire on a single enemy at a time. Although they can do a decent job handling large groups of foes too, provided you can keep up with healing them. Either run on a setting with few enemies of higher level, or many enemies of lower level. Do not try running +4/x8. You'll regret it. Your two strengths as a ninja/poison are defeating single strong foes, and many weak foes. Your weakness is many strong foes. -
The great Hype Wan!
"Get them my minions, I'll be right behind you"
Minions charge in, Hype runs away
"Waaaay behind you. I'm gonna need more minions." -
Before, we would spend just as much endurance upgrading all the pets. Although, I don't think the aoe change was needed personally. Setup didn't take that long before. One recharge SO in the first upgrade, two recharge in the second. And setup was pretty fast. Now setup includes "Wait for endurance". And if on a team that doesn't give me time to recover endurance, well let's just say I've had a few teams lately get mad at my ninja/poison because I'm unable to use Alkaloid.
Why do they get mad about it? Because it's very noticeable when I'm unable to heal my pets. If I can't heal them due to lack of endurance, my pets die. I also then can't afford to resummon them, so am standing around waiting for endurance. nor can I toss a heal or two at my team mates when their in critical condition. And the more of my pets are dead, the more likely a mission will go *****. Even a brute recently noticed the correlation between how many of my pets are dead, and how quickly the party gets wiped out in tough fights. If I have the endurance to keep my pets alive, we tend to survive. If not, we tend to die. -
Quote:My /Traps is more powerful than my /Dark (both are 50). The Traps has all her pets soft-capped; the /Dark does not. The /Traps uses Aid Other to heal pets; the /Dark tries to run up next to injured pets and fire off a Twilight Grasp, hoping it will hit and the pet will stay put long enough for the animation to fire.
I really doubt making the Mastermind version of Twilight Grasp have the proper radius would change the fact that my /Traps mastermind is significantly more powerful than my /Dark mastermind.
And your /dark mastermind floors the ACC of pretty much everything except an AV. So not soft capping def doesn't matter. The pet alone gives -30% to their tohit. That's in and of it's self equal to a SR scrapper running Single Origin enhancements. And this is unslotted for to-hit debuff. Between Darkest Night, Shadow Fall, and Fearsome Stare enemies will be having extreme trouble hitting too. And that's assuming no slots devoted to tohit debuff and def buff. Slot them for it, and they will floor to-hit eather. -
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Random question: How many small red insps does it take for a wolf spider running the baked in Assault toggle to hit the damage cap? Assume even level SO enhancements, and no set bonuses.
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Quote:Hot pink with pee green highlights.well i was wondering what everyones colors there we going to be using once we get DS i reallt like the neon green and black but i found purple with black to be a very sinster evil look to it what about everyone else?
Just kidding, I'll go with dark read and dark black or dark yellow. The Bright pallets looked odd. -
Note that taking Stealth is kind of silly. You got a stealth power already in your secondary. And they don't stack. Since a tri-form is very slot hungry, do you really want two powers that your slotting Luck of the Gamblers in?
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I'd had a wolf spider huntsman whip out a mace once on me. Think he smacked my level 8 char for 60+ damage with it. Then I kept at range the rest of the fight. His grenades and bullets hurt less.
how do I know it was the huntsman? Cause I'd somehow managed to pull the minions in the boss spawn one at a time. Never saw that coming. Usually they all charge me. Then again I also usually open up with an aoe if I got one. -
Well, a true 'huntsman' build would have a mace at some point. Why? Cause when you fight npc Huntsmen they whip out a mace and smack you with it in melee. Thus for theme reasons alone you'd need a mace to be complete.
And that mace they use, it hurts. -
Quote:Sadly, it happens. Fortunatly, the MM noobs will likely quit playing it rather fast. Might not even make it to 18. Unfortunately, they will damage the reputation of us skilled masterminds.I don't want DS. The noobs are going to tarnish the reputation of MMs. I hate MM noobs.
It doesn't help that half of what a skilled mastermind does isn't visible to the party. Pet controls are not flashy. -
Quote:You might be confusing a huntsmen I think. By taking all the wolf spider attacks without any attacks from the other trees, your basically a wolf spider. To complete it, the mace master patron pool is all that's needed. Huntsmen are simply the boss versions of wolf spiders, and thus have all the various attacks.I get the rationale. You have the backpack anyway, might as well take some crab powers, because it won't change the appearance your Huntsman build would have. But, there's just as many Bane secondary powers as there are Crab. If you did Bane, you could take those powers instead and not be forced into unwanted power pools. So it's not really a matter of being fair.
I believe you're confusing what a Huntsman is again. Lisa is asking which order to play these builds in, not which order they come about in the game. Fort, Huntsman (a bane w/o the mace), and Crab ALL come after level 24.
And honestly, the wolf spider tree has plenty of attacks. Don't really need any mace attacks, I already have my attack tray pretty much filled. -
Huntsman or Widow comes first. You can't go into crab spider, bane spider, or night widow/fortuneta until 24.
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Quote:Well, to be fair by 40 even with stamina, there aren't enough Wolf Spider powers to cover everything. It's either dip into one of the other two trees, or get more power pools. And if you already have the crab legs, may as well replace the typical bane spider secondary powers with crab spider powers. Then get your mace via patron powers.That's cool. I was just clarifying what a huntsman technically is because the OP sounded new to VEATS. We really should have a name for crabs who use the assault rifle anyway. I mean, you're talking about taking every single crab secondary to dip into it. Fortified Huntsman maybe? Or someone-broke-my-cloaking-device-man! Haha! I really have no good ideas for it.
But I'm feeling rather meh about taking patron powers. Really, 4 powers is dipping into the tree. Might not get the pets though. Just don't know yet. Took the passive armor upgrade for more mez protection, and fortification for the damage resistance. Might get serum for a self heal. Or might get more leadership toggles instead. Haven't decided yet. -
Another tip, try teleporting in while running Inky Aspect. This drasticly cuts down on the possibility of a dangerous alpha strike. If you don't have eclipse but have dwarf, try teleporting in as a dwarf to absorbe the alpha.
For unchain essence, target an enemy first thing. Make sure it's one that will die fast. Minions are best. As soon as that minion you targeted dies, hit unchain essence. -
Quote:My 'huntsman' build is only dipping into the crab secondary tree because my primary build is Crab, thus I am forced into the pack anyway. Other then the defensive stuff and maybe pet power, everything else is pools and wolf spider. Sure, I could have gone bane/wolf for the build but I'd still have the backpack. As such, may as well get the added survivability.I'm pretty sure a "Huntsman Build" is a Bane career that uses the assault rifle instead of the mace. The build gets that name because the Huntsman NPCs use the AR and have no Crab Backpack.
http://paragonwiki.com/wiki/File:Ohanko1.jpg
Those powers you mentioned are Crab, of course.
For the OP I'd actually suggest you look at Fortunata if your partner is going /poison mastermind. You could play her stalker-ish and splash confuse, dominate, or disrupt thoughts. Or you could play her straight Mind-Dom style, just with team buffs to boot.
All the VEAT careers would work nicely with an MM though, I would imagine.