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Posts
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Thermal does have nice heals, shields, and buffs. I think it is far busier than dark. Fortunately even a new player only has to 'learn' one dark power at a time, and dark does go very well with Robots. I am weird, in the current situation, I mostly take my dark 'click' powers first and take the toggles after stamina. With the upcoming update by making the fitness pool inherent, even an old 75 mo. vet like me will have to relearn leveling and slotting in the early levels with the new twist of having 3 otherwise unavailable powers.
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I love my bubblers, but I know that cold is more diversified with benumb, heat loss, and sleet just to name a few. I also know that forcefields provides 95% defense, mez protection, and endurance drain protection. If your team is primarily ranged attackers, you can use force bubble to deny almost all melee attacks.
Having said that, if I were a blaster, I certainly wouldn't mind having BOTH on the team. -
For a new mastermind, there isn't anything as sturdy, manageable, and still has great end game and hard content potential as a Robots/Dark miasma mastermind. The increase in difficulty in the game missions is matched well with the debuff and heal powers of Dark Miasma. Robots are resistant to lethal, so bullets don't bother them much.
Don't be afraid as others have said to try multiple MMs, even of Robots/Dark to get a feel for the power combinations. Bodyguard mode is something really important to be aware of out of the gate. Your pets have two components of their 'stance'. Direction has four aspects: Go to, stay, follow, and attack. The other part of stance is passive, defensive, or aggressive. To be in bodyguard mode, your pets must be in Go To/Defensive, Stay/Defensive or Follow/Defensive. When the pets are in bodyguard mode, any damage the mastermind receives is prorated between him and functioning minions.
So when you are in bodyguard mode, to minimize damage on the mastermind or a particular minion, the mastermind can initiate the battle with a power like twilight grasp, the first power in dark miasma that is a heal but also a hefty debuff. Your minions are much less likely to wander off when in bodyguard mode, and the mastermind has better control of the fight.
I don't want to flood with too much information at first, but this would be a good start for a beginner. -
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Quote:Short of teammates to help you, this is about the best you can do. Mass hypnosis from the psy mastery pool at 41 isn't bad either.Also, if you have access to an SG, the Empowerment Station will be useful as well. Using Invention Salvage you can craft a variety of 60 minute self buffs.
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Storm is doable. Freezing rain has a lot of defense debuff, resistance debuff, and slow to stack with snowstorm's slow. It's not the ideal set but it works. In general, a */storm mastermind works very well for most of PvE. If you want, the envenomed dagger temp power has -regen in it also.
Dark Miasma, Traps, and Poison are quicker at bringing down AVs. Dark Miasma has twilight grasp and howling twilight for -regen. Traps has poison trap for -regen. Poison has envenom for -regen, and noxious gas has an AV mag hold for helping against the hardest targets. Trick Arrow has -regen in the EM Pulse Arrow, but I have a problem with TA in general. -
Ah yes, the melee charge, it does become more bearable after the level 32 upgrade. The little guys especially finish up the available ranged attacks and then head in for the deth smaks. After the upgrade they pretty much double their ranged output to fill the attack chain and stay at range better. You should notice a big jump in effectiveness soon with SO level enhancements at level 22 and the extra protector bot at level 24. I am glad to hear of your success.
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For my own taste, I LIKE choking cloud on my rads.
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Empathy > fortitude and adrenalin boost
Forcefields > defense and endurance drain protection
These things will never go out of style. When you are knee deep in Cimerorans, Rikti, or Council/Fifth in your favorite end game task forces. Support is needed more to keep teams running smoothly. -
Yes, this is what is happening. Since the 2nd tier takes damage resistance, the values of enhancements are shown as the same buff class as damage resistance and not the proper display of damage. Your damage is there. This was first noticed in the beta for Demon Summoning and Dual Pistols.
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Quote:You are definitely on the right track to have your mastermind absorb the first alpha attack, the initial salvo from enemy groups. Dark miasma has a lot of tools to start the fight: darkest night, tar patch, even a twilight grasp pull isn't a bad thing since it debuffs as well as heals.So, here I am, me and my monkeys: 3 robots currently. I experimented a bit with masterminds earlier and what I found is that the first 15 levels were supremely easy, and then... smack: I hit the wall, and get to experience just how squishy the pets really are, as they start dieing in droves around me. Of course, I think the problem is my background
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What to do?
So how do you go about playing the mastermind around here? I have for now changed my default pet macros: def-attack, def-follow and pet-follow. My basic idea is that the best way to distribute the damage evenly is to take as much damage as possible MYSELF, and let the bodyguarding spread the damage evenly. That can then be easily undone with aura-healing, in my case dark miasma. I move with my pets as a tight group as much as possible, keeping in range of both the healing and the mastermind bonus.
So here's a bunch of questions...
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[*]If I send my pets against a specific target, using defensive-attack, does the bodyguard damage distribution still work? If no, what about when the pets are in defensive-follow, and go off to attack something on their own? (seen two different statements, one that says it always works in defensive, and one that says only in defensive-follow)...
Hope someone survived to the end here, and is able to help out.
Mac
I am also in agreement with you that an attack/defensive command in situations, usually not all the time, can be effective to really whack troublesome specific foes like longbow flamethrowers or spec ops. The tier one little bots have more range than most foes and can smack a specific foe before they know what hit them.
The thing to remember about robots, despite the 'pew pew pew', is that they are truly single target attackers until you get to the level 32 upgrade. The rough spot is really level 15ish until level 24 when you get your second protector bot and have your SOs at that point. While stamina may seem key, the big big power for a Robots/Dark is Fearsome Stare. That power will filter out a lot of agression. The ones that are not 'feared' are quickly dealt with by the minions. I am also the high priest for spreading the good word on howling twilight. You don't need an ally to rez for this auto-hit stun, slow, regen debuffing power to subdue your foes.
For your questions on bodyguard, as was posted earlier, Goto/defensive and follow/Defensive are the only two stances where bodyguard is in effect. I am in the camp that believes a quick Attack/defensive will focus fire on particular nasties, and with experience and good judgement, you will get a feel when to execute this manuver. -
Single slot or more, Frostworks is back in action.
You could fit Medicine in, if it wasn't already there. -
Quote:I consider this a very powerful support build. It can solo, but shines especially on teams with the ally buffs. The 'rain' powers of ice blast have what they call 'blaster modifiers'. The defender blasts are usually weaker in comparison to blaster attacks of the same variety; however, ice storm and blizzard are exceptions. Coupling these two attacks by preceding them with sleet from your Cold defender primary set makes this a very lethal attack indeed.Hi! I'm a new player and I just rolled up a Cold / Ice defender. I don't have a lot of perspective on the game so far so I was wondering ...
Is this a typically overpowered / underpowered build?
Does this build have any inherent strengths?
Does this build have any inherent weaknesses?
Any other suggestions on skills to take / not take would be welcome. Thanks in advance!
Cold also has a lot of powers that slow enemies. Ice blast has a secondary feature of slow also. This means you reduce a great deal of incoming potential damage. Some of the number folks say you get a 1/3 reduction in enemy attack from your slows.
Cold/Ice does not have a self-heal, so mitigating aggro and damage from foes is a big concern, but not insurmountable. Other teammates with heals or teammates that absorb aggro help a lot on teams. Going solo, pulling and using sleet every group possible are part of the cold defender's routine.
I would definitely take hasten on a cold defender because you want your sleet and benumb up ASAP, and those two are reason enough, but there are other good powers that benefit from recharge, too. Superspeed as a travel power will stack with the stealth in arctic fog to give you near total invisibility.
Frostworks is generally disapproved by experienced cold defenders, but it does have merit in situations for certain teammate builds. You might have an alternate build with frostworks in it. -
In my opinion, there are going to be three pools that will get new scrutiny: fighting, leadership, and concealment. There are a number of good points to be made for each and depending on your playstyle. All three pools will open new chances for defense slotting. A team where each member ran manuvers with a single slot of end redux and grant inviz would improve the defense across the board for the whole team by a significant factor.
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What if every player took manuvers, slotted one end reduction, AND Grant Invisibility and slotted the LotG proc? The additional defense from manuvers and grant inviz would be noticeable, with Less slipups aggroing extra groups during initial contact with spawns. I am going this way with my support guys for sure: defenders, controlles, corruptors, and masterminds. I hope most SoA take manuvers, but that would be another class that single slotted manuvers could help.
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With the announcement that all four fitness powers will unlock as inherents in the first two levels, I was wondering what the fallout would be to the defender community. The first thing that popped to my mind was that kinetics would not have to pre-plan respecs once they got in range of transference.
Other things mulling in my mind are: sonics will be supercharged since their end hog teammate anchor will be offset early with at least DO-sized enhancments in Stamina. Leveling up dark defenders will take some pressure off the power selection crunch at levels 18, 20, and 22. Forcefields will have even more powers to take; they are going to be really support heavy.
Defenders can probably up their defenses significantly with the Concealment pool. Casting grant invisibility will add another layer of defense to teammates.
Any other enlightenment from the Defebcer community? -
I truly believe the concealment pool will become the new Pool of the Month. What's not to like? For IOs, it's obvious, and if you USE it, your teammates get a layer of defense.
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Before the level 32 upgrade I would agree. I think the bots do appreciable damage with the laser light show and assault bot burn patches after level 32.
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Poison secondary Poison Trap is worthless, nearly impossible to get to function as desired.
Noxious Gas needs some slot lovin' especially for recharge.
End Redux in the equip and upgrades is good, but three slots each is overkill, spread love to noxious gas.
Consider an alternate build for when Fitness becomes an inherent set of four powers you get a level 1 or 2 per posts by Castle. Even taking a single slotted power like Grant Invisibility adds another layer of protection to your boys. -
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Quote:This is what I do for quick cash. I don't slot IOs before 30ish. A level 20 IO is worth crap compared to a level 22 SO and how long does it take to go those two levels?Here's a tip to making enough money to slot your new characters quick and easy.
If you can get to preatoria and you're a resistance member, go to Imperial Underground to the resistance base. There's a market interface down there, and a vendor like... 100 ft away. Bid 1500 or so (or less depending on the bidders/sellers ratio and current going rate) for level 35 common IO recipes. Run over to the vendor and sell them straight back for 7000 a piece. Note: some are worth more than others, but you'll always make a profit doing this.
Also works very easily in Kings Row due to the proximity of vendors to the auction house. Not sure where the best place to do it in the Rogue Isles is, though.
Slotting pre-22 is very effective, especially for recharge and endurance reduction. Accuracy is worth it once you start getting into your teens, as the bonus lowbie accuracy begins to wear off. By level 17 you can slot up with level 20 common IOs for near SO level performance. By 22 you can fill up with level 25 common IOs which are as good as SOs and NEVER wear off. You can keep those all the way to 50 and never have to worry about replacing them.
The zone for the quick generic IO recipe flip in the Rogues is Sharkhead. A bit further run than the skip from WW to the contacts in Kings Row, but shorter than the jaunt from WW to the Tech store in Talos. Usually range is the IO recipe you can go nuts with. -
Expedited Reinforcements for Gang War would work fine for the proc and the set bonuses.
I am sorry to point out that the Force Feedback proc in Bruiser is doing nothing for you since the +Recharge procs no longer work on pets, neither mastermind, controller, nor storm pets. -
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Robots resist lethal and psy to an extent, they are susceptible to smashing. They resist another damage type, I think it might be cold. Gravity control definitely is their biggest weakness along with big AoEs. So, at first they do pretty well against hellions, skulls, council. Late game, watch the succubus, because she CAN confuse robots.
Damage wise they are energy ranged attacks, and the 1st tier and the assault bot will use melee attacks for minor damage. Prior to level 32 upgrade, all their attacks except for the assault bot's flamethrower are single target with chance for knockback. The Assault Bot also gets -regen in his plasma attacks. Their DPS prior to level 32 is lower than Thugs or Demons, but after 32, I think it's a wash with all the AoE that the robot light show provides. Certain secondaries of masterminds synergize and improve robots damage quite well.