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Posts
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Ah, but the heal radius for twilight gasp would appear to be affected by AT modifiers to begin with. Notice that corrupters have a smaller radius then defenders for it. Can't say for controllers, they don't have the set. If it's a matter of the AT modifier reducing the heal radius, the only fix might be to raise the AT modifier. Which would not just affect that one power.
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Think that's bad, get a level 32 thug mastermind. The arsonist has a burn patch which charges faster.
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Quote:I was in a team of my TA/A defender and seven tanks of various flavors. Including an ice armor tank. This was before I got Oil Slick Arrow btw. What with spamming my aoe debuffs as often as they were up, and using my aoe attacks... I was reliably pealing aggro off all seven tanks.It's been a while since I've played my TA/A Defender and I'm asking purely out of curiosity... how is the TA Defender stealing aggro from you? Oil Slick arrow + Disruption arrow? I'm not remembering it generate that much hate (as long as I let the tank / brute / generic meatshield absorb the initial blow). Sorry for the thread derailment.
I'd let them go in first to generate hate, then unload Glue Arrow, Disruption Arrow, and Poison Gas Arrow. And then have nearly all the enemies turn to shoot me instead of the tanks struggling to hold aggro off me. -
As I said, just seems like it affects fewer targets due to smaller radius. But then, since they toned down the graphics on the toggle debuffs it's hard to tell what all it's affecting.
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Quote:Because that strongest heal is super expensive. AboutWhy would DA need the weak heal from Siphon Life, when it already has the strongest heal in the game with Dark Regeneration? DR can heal from 1 to full health every 10-15 seconds, depending on slotting and global recharge.
There are other ways to deal with DA's endurance usage through the use of IO's. Slotting for extra endurance and extra recovery help quite a bit. Slotting the Theft of Essence proc in Dark Regen pretty much takes care of DA's single largest endurance drain by itself.
30ish endurance per use unslotted at least. It use to cost 50 endurance unslotted. Even with 3 end redux in it the power still is a huge endurance hog.
I know because I started my dark/dark scrapper back in ish 4. Couldn't stand it for the most part until around level 24 or so. -
Quote:Depends on the patron pool. Ghost widow and Mako teach you new abilities. As does Scorrio (or however it's spelled). Black Scorpion however gives you an Arachnos Mace and teaches you how to use it. Maybe it could be explained that if you become a hero, your not given access to recharge sessions and more grenades for the mace?There's plenty of ways to explain it away (or not I guess). Do the patrons give you these powers or teach you them? If they give them to you with a string attached, how do they take them away? I know I used my patron powers while I was betraying ghost widow, hell I even used them against her, why didn't she yank them right then, lol?
Other pools I don't know for. -
Quote:*geeks out in a geeky fashion*
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No real numbers, just observations. For some reason Dark Miasma and Rad seem to have smaller aoe radius for their toggle debuffs on a corrupter then a defender. Twilight Gasp though is provable to be smaller depending on the AT for it's heal radius. That could very well be affected by AT modifiers. If so, increasing the heal radius would require changing mastermind AT modifiers, thus would affect more then just heal radius.
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Quote:One of the plethora of Power Rangers shows was Power Rangers: Ninja Storm.Im currently stoned so I don't get the humor: Im thinking something of teleporting ninjas you're refering the power rangers as nothing but...
If the game provided for a [Summon Zord] power with i19, I might consider a using a free costume token to Make myself as close to a Giant talking blue head as the Costume creator might allow and purchase a rename token and call myself "Zordon".... but until then, it was just the closest thing I could get to for a smoke flash "Here we are/arn't" affect... but more over, it what was I intended from the start to overcome the challenge of macro managing them for best results; I don't have to manage them to with an inch of their life or macro them into the thick of battle ever either; they are in the middle of the mob, all their attacks are avail for them, they bring out the hard hitters faster with no chasing them down or running up to them, que up rain at your feet as your animating and let it fly on port...
There are a few who have played this and know what Im speaking of. I don't advocate group TP for anything, but in this one instance, it becomes an awesome tool not for travel but for superior minion management. -
I have a question Wassabi. Why would you play a Power Rangers mastermind?
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Quote:But the game is not balanced around IOs, so that would go against their other philosophy.
I don't understand the opposition.
The sets are balanced as sets. They are then affected with AT modifiers.
Saying TG should have a lower radius because it was ported really doesnt make much sense. Then so should thermal and pain by that logic. The disparity in heals between thermal and pain and TG are similar disparities if I was a Corr as well. TG would heal more because I require a target.... thats its drawback... to port it over and give it a tiny radius... As for the -hit component... transfusion has -4 endurance and -400 regen... its a side effect of the power pool, the -hit is darks bonus.
It was a decision that was made when CoV came out... it needs to be re-evaluated now that we have two other area heals that DONT require a target.
Honestly I could care less, as someone pointed out, it would benefit my teammates more than my pets... as my pets LISTEN to me. I still don't have the macro codes to make the teammates do what they should be.
It affects me Nil, but I can see the argument to increase it, I don't see the argument to not.
I think in part it IS the archtype modifiers causing the small radius. I noticed a /dark corrupter has a smaller heal radius for tg then a defender. Similarly I noticed a corrupter has a smaller radius for darkest night or the rad debuffs then a defender, and a mastermind gets smaller radius for the debuffs still. -
Quote:The fact it's a really small radius means that if the pet moves at all while the heal is animating, you likely missed healing your pet. Time and again I'd go to heal my zombies, and they would decide to move five feet to hit something else... thus not getting the heal. When it hits the pets though, they are HEALED.thanks for clarifying that
I have a bot/DM mm, and Dark is definitely my fave mm secondary, but I never had a problem with it myself, but then again, from reading Enigma's post, the bots were always in BG mode so they always were close enough for the healz.
It's an awesome heal, nonetheless. Is the problem the heal not hitting the pets due to distance? Or maybe some practice is needed with keeping the pets close? What pets are you using?
Also, the heal IS powerful, when slotted. My mm cranks out roughly 408 HP per shot. not bad at all.
I wouldn't even try it with ninjas personally. They are too freaking spaztic. Ranged pets I guess would work better. They like standing in place more often then not. Of course that excludes the arsonist from Thugs. he thinks he's a boxer frequently. -
I find that most times, if the other player can attack me, my henchmen can hit them. That, and I'll be debuffing the crud out of them with /poison anyway.
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Quote:No, slotting TG for range increases how far the enemy can be from you to heal.Wouldn't slotting for range increase the radius as well as the target distance?
I do love dark miasma, and I know all too well how powerful it gets by level 26 on a defender. However I also know that until said defender gets things like howling twilight and darkest night they rely on the heal. And sadly, masterminds don't get the really yummy powers till later then defenders.
I last tried a necro/dark mastermind. And I found the zombies kept moving out of the heal radius JUST as it went off. Grr.
EDIT: Of course on my defender, I see just as many PLAYERS do the same thing with the larger heal radius. -
That's the main reason I've yet to get a /dark mastermind too high. Low levels tend to rely on the heal too much, and it's inadequate without other damage mitigation.
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Every pet has ranged attacks. Even the melee ones. So yes, they can deal with fliers.
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I slot ninja as follows:
Genin: 1 acc/3 dam
Jounin: 1 acc/3 dam
Oni: 1 acc/3 dam/1 hold/1 end redux (alternitivly replace the hold and end redux with 2 hold/redux combo enhancements) -
Quote:My point was that while I mostly heal pets (saving them can be a full time job on a ninja/poison) I do actively support the team. I may not heal the team often, but I'm doing more then my fair share of crowd control, debuffing, and team mate saving.Any MM just sticking their pets on Aggressive/Follow and playing pure support is a sillyhead too
A good MM is a balancing act spinning multiple plates at once (the clue is in the name).
I agree with you, just healing a fellow teamie isn't the only option (I gave examples using Doms and Brutes for that reason), my Necro/Dark will usually opt for some mez, debuff and pet attacks before running in to pop off a heal.
I shouldn't have used the H word should I? You'd think I'd know better from reading the Defender boards. My point is more that some MMs can have a tendency to be less team friendly in their playstyles, and a massive influx of them could be on it's way, at least for a week or two (then Natural Selection should kick in).
I'm gonna start a Fortuna I think for i17, damage, defenses, control and team buffs seems a good foil to them. I started a Plant/Emp who lacks Absorb Pain and Rez for the wave of DPers and it works really, really well. He's a team player but that doesn't mean he's a healer... Ack, the H word again. -
Ah, but a good mastermind knows how to control their henchmen. Not just put them on aggressive/follow. When I see a team mate in trouble, my first act is to target whatever is hitting the team mate and order an attack. Or toss out some debuffage. Or hold whatever it is. Healing a team mate isn't always the best choice. Sometimes killing the mob is a better option. Sometimes it's the only option.
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My main annoyance was him using rain of fire... when there is only 1 enemy left, or JUST as an enemy died.
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I slot him 1 acc, 3 dam, 1 end, 1 hold. Alternitivly 2 end redux/hold enhancements. Otherwise he will run out of endurance in a fight. He does pretty good damage, and all. Plus does crowd control.
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The oni's damage is respectable. More so however, he's crowd control when kept at range. He loves to spam holds and imobilizes. Good thing too against some Elite Bosses. He can imobilize many of them due ot his spamming. You can also work with him to hold a boss (assuming you have a hold).
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My ice/mace tank too. Never took taunt. Has never slotted taunt enhancements in any power. And yet... only knockback happy peeps or well played trick arrow defenders can steal aggro from me. Specifically blasters who spam 100% chance for KB aoes to the point my auras can't taunt enemies, and I can't hit them due to constantly chasing enemies around.