Psylenz

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  1. Quote:
    Originally Posted by macskull View Post
    You're seriously overselling the set, I think. The -regen from Transfusion is small and is resisted, meaning you'll need to absolutely spam the power against hard targets to ensure it's being useful (though the -regen isn't the draw to the power or even the set or you'd see a lot more Kins soloing AVs and the like).

    The problem is Kinetics lacks a lot of active mitigation against anything other than single targets, which isn't a big deal if your pets are ranged, but then you're largely unable to leverage Fulcrum Shift effectively. If your pets are melee, you might be able to get your pets into a small enough area to get the buff, but you're putting them at risk while doing so without any way to help them out except Transfusion, if it hits and if the pets are still in the heal radius. The biggest advantages to Kinetics would be knockback protection for your pets (Increase Density) and +recharge in Speed Boost but since pet recharge isn't buffable that's no longer a selling point of the set. Siphon Speed is nice, yes, but you really only have a few powers that can take advantage of it.
    I don't know if it was overselling it other than pointing out some omitted points in the previous post. As far as spamming transfusion, don't the /dark masterminds spam twilight grasp and howling twilight in AV fights, and wouldn't you want to anyway in order to heal the pets on the occasions that the power actually hit the AV? Kinetic defenders have been used to the double edged sword in the usage of the buff/debuff and lack of AoE soft controls, in this way kinetics resembles what is in the /poison secondary (although poison does have neurotoxic breath). Kinetics (and their assumed pets) have health and blue bars that bounce up and down. Siphon power and fulcrum shift are about KILL or be killed.

    I would continue the comparison between defenders and potential */kinetic masterminds. Which defender secondary would you want instead on a character rather than the mastermind primary of your choice? I submit that the kinetic set is an offensive set compared to the polar opposite which I would designate forcefields as.

    How would you compare */trick arrow mastermind to the proposed */kinetic mastermind?
  2. I definitely prefer tri-form on warshades and peacebringers. Your character throws a couple powers away for a flying battle platform and a quasi-tank. Even if you just pop a couple slots in Dwarf form for survivability, I wouldn't know what else to do when mezzed in human form if I couldn't jump into my lobster and start smacking the dang Illusionist that mezzed my kheld.
  3. Transfusion: heal with a source of -regen which some mastermind primaries lack.

    Siphon power: not sure of the buff rate on a mastermind sized SP, but there is also the -damage you apply to targets, which can be very useful on hard targets.

    Siphon speed: +recharge for masterminds with hell on earth, gang war, soul extraction, noxious gas would be very beneficial. Again, the debuff as discussed in the defender forums in one of the few if not unique debuffs that is irresistible, very useful on hard targets.

    Increase density would be very much like the thermal thaw, much more useful to mastermind teammates.

    Inertial reduction means your mastermind needs no travel powers. All the travel powers (level 14) suppress movement while fighting. Inertial reduction has no travel suppression.

    I can think of numerous situations where end drain from foes can reduce your pets' endurance. Transference is a killer debuff also. This is all part of the kinetic single target sapping package.

    Fulcrum shift would be exceptional for masterminds with melee centric pets.

    My fear is they would gimp the kinetic set similar to how they gimped twilight grasps' radius, by reducing transference's radius or capping the number of buffs that would be allowed for fulcrum shift.
  4. Quote:
    Originally Posted by Hot_Head_Mike View Post
    It might be nice but i never liked sleeps and group DoT attacks to complement them
    Static Field is so different from other sleeps. First, the power ticks every five seconds for an accuracy check to put everything back to sleep in the AoE. Second, the static field transfers end drain from foes to recovery for allies within the static field from target the passed the accuracy test whether they remain slept or not. Third, whether the target is still slept after being attacked, it has a slow component. The duration is 25 seconds with a base 40 recharge. This power can easily be made perma.

    In my opinion, character with electric control but no static field are GIMPED.
  5. Quote:
    Originally Posted by Redd Rumm View Post
    I think it will happen one day. MM's will get that an prolly cold too .
    The devs will give Mm's any thing but kin!! lol
    or empathy... Imagine the bruiser with Adrenalin Boost.
  6. Hi, HoochShepherd. Did you intend this build to be I19 compliant with inherent stamina? At any rate you need to throw a couple slots in stamina, make it three slotted for end mod.

    Running radiation infection, staying near your anchor, while having your choking cloud running will deny most melee damage.

    I am not so big on fighting, especially at the cost of delaying tactics so far, and delaying EM Pulse even two levels. Your big control running choking cloud will be best served having hasten near perma, and as close to perma on accelerated metabolism. It's not an either/or mandate, but the extra fighting pool toggles will seriously impair using EM Pulse every time it's available, which is my suggestion.

    I would also consider an epic with additional recovery options such as conserve power, power sink just to keep things rolling.
  7. Quote:
    Originally Posted by Gilia View Post
    I'm not sure if you mean to correct me or just casting your vote because I mentioned this as a possibility. Just to clarify though:

    I don't think it would be too weak either. Perhaps I could have emphasized my language with bolds or something, but I said this was some people's idea and the even if it were true (I do not think it is), that a set being too weak is not a reason to make it unavailable. Too powerful is a much bigger deterrent.

    I am also a big fan of Sonic Resonance. Hence I said I would play it on an MM if it came to them.

    I can imagine circumstances where I would very much rather have FF or Sonic R, but that's pretty subjective anyway.
    Certainly not a correction, I was making a statement of affirmation to porting over sonic could be done very easily. In your last sentence you mentioned if it were too weak they could adjust the effects, and I was stating that my opinion is sonic is just fine.
  8. Gilia, I don't think sonic would be too weak. My first love were the defenders. In certain situations, you want one set over another. In no case would I say that forcefield is always better or always inferior to sonic and we have both sets in defenders; it should port nicely to masterminds.
  9. Quote:
    Originally Posted by Tazkar View Post
    Yes I did set up the binds that Dechs had in his guide they are rather helpful. I never really considered using the Dwarf Mire first, I kept thinking it would expire before I could go human, mire again and get into Nova to use any attacks.

    I'll definitely have to give it some more levels since 22 is still rather young.
    Quite right, more slots in dwarf mire and more slots in stygian for recharge especially is a big thing.

    Edit: I also put slots in the dwarf form itself for added resistance. I don't know how effective this is, maybe I am just delusional.
  10. You can no longer affect the recharge rate of pets with enhancements, set bonuses, or buffs.

    I would LOVE to have a /sonic secondary on melee type minions. The orange hula hoop of doom would rule all. I cannot see how thermal is so far ahead of sonic because sonic has the mezz protection. The liquefy kill zone would be so awesome. If you are talking robots, demons or necros, then they have their own heal processes, but there are always some secondaries that work better for certain mastermind primaries such as: thugs/poison.
  11. To the OP, as Dr. Mike said, it's extra insurance for your teammates, but it's a great defensive synergy for your defender. I don't know if you took or care for Dark Pit, but it synergizes very well with repulsion bomb. You can fashion yourself to be an AoE stun machine.
  12. In short, confuse powers move you to the mission bonus quicker than if you didn't have confuse.

    This is my new avocation. First, I was the self-proclaimed priest of the death-less howling twilight usage. Now I will add the "Confusion conquers all" to my agenda.
  13. Fighting confused foes is like shooting fish in a barrel. I submit that xp/min goes UP since you spend less time on other mitigation measures.
  14. Pets on defensive, superspeed + steamy mist is total invisibility that only rikti drones, nemesis snipers, and other high perception foes can see thru. You can patiently set up where you want to start the fight, and when you go (my stormies usually start out full tilt), the robots will support you if you don't put them in 'stay/defensive' too far away.
  15. Quote:
    Originally Posted by TheMullet View Post
    Actually it was one of the Tanks. The big armoured bosses who's name I can't remember right now. It was the grenade launcher from his back that did it.

    So how can I take alpha with a robo/storm MM?

    Send one peon in first?
    Send in the assault bot first?

    Jump in myself with hurricane and knock them all silly?
    Actually... I would modify your last suggestion with your build, put your bots in stay/defensive. Run in with superspeed, snowstorm, and hurricane. The first thing that aggroes the foes is the tohit debuff. When the spawn is aggroed to you, the bots will react from range and your AoE splash should be diverted off your minions. If the conditions are right, you can gale the bad boy to the wall or corner for added mitigation.

    In short, take the alpha shots on your mastermind and try to keep the splash off the pets.
  16. I am guessing you met up with a Super Stunner, the new Freakshow boss that has a big PbAoE damage when you defeat him and then he rezzes with a flourish kind of like Rise of the Phoenix. Your mastermind wants to try to take him down at range. The big problem is you can't debuff him before he rezzes with hurricane. You could try firing off gale ASAP when the super stunner rezzes. Honestly, these guys are a bigger pain the smasher tankers.

    Freezing rain does not put out the burn patches. In fact, it increases the damage with -resistance and -defense. It's a GOOD thing for them to be in the same spot.

    It used to be you could almost sleep through a mastermind fight against Freaks, but now finding the Super Stunner and dealing with him is a big priority for all ATs.
  17. petsayall <em drinkenriche> is gaining popularity
  18. Psylenz

    EC/sonic?

    Today I was on my electric control/electric blast dominator teamed with a good friend's sonic/sonic defender. At first he put the sonic hula hoop on my dominator since I do have 3 melee attacks, but later switched it to the kamikaze gremlins (who by the way really thrive with sonic shields). I noticed an immediate synergy. The gremlins were amazing. Their damage really spiked up and with the shields they weren't nearly as squishy. Has anyone had experience with an electric control/sonic controller? It seems like an unusual thematic fit, but it also would seem to be very effective.
  19. Both sets are good mastermind sets. I have only dabbled in Pain, but I do know a lot about Dark Miasma. Pain is heavier on the buffs and heals to be sure. After your demons get to level 32 and the ember demon gets his upgrade he will AoE heal - a lot. After 38, you get the Dark Servant. His base heal is less in strength than yours, but it has a much larger radius. I am biased towards dark since it will debuff things and make dropping foes easier.

    Either way should be successful. Play both for a while and see which is more fun. You might end up with 2 demon summoners
  20. Quote:
    Originally Posted by JC_THREE View Post
    Hey all, I'm planning to try my first swing at a Mastermind (starting in Praetoria) and was wondering wich powerset combination would work better with bots. My playstyle can vary to the playstyle of either set, so I would like to know the pros and cons of each. Thanks
    Both sets are very powerful. Traps is more in your face; Dark is more ranged. Both are very flexible in how they can handle a variety of groups.
  21. Quote:
    Originally Posted by SlammySlam View Post
    I really like your guide. I have just been wondering how Bots would do in place of the thugs. Seems you would get a bit more defense and not have to micro manage the bruser as much. and if Grouping most of the time and farming it seems it would work fairly well
    The only thing that has kept me from playing a storm was that i worried about getting groups but from the sound of it!!! The first time i saw Thunder Storm was in the tutorial where you see villains and heroes fighting behind the fence. I was in love!
    I really love my Bots/storm. I need to finish him out to level 50
  22. Quote:
    ... Another consideration is that your pets will benefit from Endurance Reduction and Recharge.
    Sorry, there is no way to increase the recharge rate of your pet attacks. This went away with the AI tweak to melee attacks of pets.
  23. 1. I think you have too much slow enhanced in tar patch. I would slide a slot over to darkest night for some endurance cost reduction.

    I think you could get mileage out of the fifth slot in Battle Drones with a IO recipe for Acc/Dmg. Another in Protector Bots to replace the third damage enhancement would have the same effect. I think you get to max fly speed with 2 flight speed enhancements at present.

    Fearsome Stare needs some accuracy enhancements. Going generic IO enhancements, 2 Acc, 2 Fear, and 2 ToHit Debuff would serve you better.

    I am not a fan of Teleport Foe. I would pull with a Twilight Grasp debuff, a Darkest Night pull to grab a spawn away from a nearby spawn, or a Battle Drone snipe/pull. In most cases my Bots/Dark initiates the attack with Fearsome Stare or Howling Twilight. Whatever isn't feared or stunned will aggro to my mastermind, and then the Robots respond in kind.

    The Dark Servant is best slotted with a heavy heavy dose of ToHit Debuff since all his actions and attacks include a ToHit Debuff component. I like dampened spirits because it is an effective recipe set with useful bonuses. Siphon Insight is a Accurate ToHit Debuff set with nice bonuses, but it is more rare and more expensive.

    At level 40, on the villain side, you are able to chose from the four patrons to do their mission arc to open the corresponding villain ancillary powers. If you switch sides, you just start taking ancillaries at level 41. The villain arcs are more difficult than regular missions or radio missions but they are soloable. Most masterminds either chose Mu for the knockback resistant immobilization or Black Scorpion for the Defense based shield to stack with the shield defense you receive from your Protector Bot.

    Bots/Dark is a premier mastermind combination. Good luck.
  24. I am just waiting for Demon summoning/Electric control masterminds