SuperFerret

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  1. Quote:
    Originally Posted by Adeon Hawkwood View Post
    In that case I'm really not sure what to suggest. The Mastermind Secondaries are buff/debuff sets so whatever you select you're going to have to do some buffing/debuffing unless you want to completely ignore your secondary. The reason I suggested Traps is two fold, first the powers are mostly on 90+ second recharge so you can just use a couple and then ignore the set until the next spawn and secondly because Traps works well in melee range which is sounds as if you enjoy. For example Poison Gas Trap is pretty bad if you place it and then try to draw enemies over it but if you jump into melee gather them round and THEN use PGT it works wonders.
    OH!

    See I was trying to lure people to it, like it's a trap. But I'll have to revisit it when I get there. I made a Demons/Traps, and it's looking fairly good so far.
  2. I'm familiar with Storm and Traps, and I've never been able to get them to work with past Masterminds (or in the case of Traps, at all). I might try them again with different strategies, or I might attempt something different and see if my playstyle can adapt.
  3. Rad/Rad Defender, with an Omega symbol on his chest.

    Mountain Goat
  4. I'm enjoying playing a Mastermind, especially now that I've figured out a way to control my pets in a way that works for me, but I'm not really too thrilled about the secondaries. Many of them seem to be for those who like to be constantly doing stuff like buffing and healing (two things that I've never been very good at).

    Anyway, my question lies in my decision to make a Demon Summoner, and my liking of nearly every power in that set, particularly the whips, which work with my usual melee-focused playstyle. I guess I'd be more inclined to be a "tankermind", so having almost every Demon Summoning power, as well as powers from the Flight pool (or other travel pool), the Fitness pool, the Fighting pool and the Presence pool, leaves me with little space left for a secondary.

    So which secondaries have the fewest "must haves", so I don't feel like I'm skipping something that's important?

    Thanks in advance
  5. SuperFerret

    I > Team

    As I've always said, I'd rather have a team with 8 One-Man-Armies working together than a team with 8 parts of a whole. Things just go better if everyone is self-sufficient, and one or two people dropping won't lead to a full team wipe.
  6. I'll mark this on my calendar. 10pm EST is about 8pm Colorado time (I think it's Mountain Time, but I never cared to check). I've been looking for a new color scheme for one of my characters. Maybe red will work.
  7. Quote:
    Originally Posted by Johnny_Butane View Post
    That's because the devs have a double standard for the design of the ATs. As you said, there are many more avenues to more survivability and fewer to more damage. It's easy for all of the ATs to increase their survivability, including the AT that gains the least from pursuing more.



    You assume everyone who plays a Tanker enjoys it, does so of their own free will and that power set exclusivity and lack of a better alternative don't factor into the equation.




    The very ATs you seem to view as protecting are exploiting you. You are used to farm IOs so they can construct a build so they no longer need a tank and can do all the things you talk about in your first paragraph that Tankers are denied.

    You are not a tank, you are a tractor being put to work on a farm to perpetuate the cycle of exploitation and allow the continued marginalization of the Tanker AT.
    YOU assume that everybody chooses to completely IO out their builds, and only plays this game to win, as opposed to having fun and working on a team with friends.
  8. I have Bill from Arachnos. Poor guy slogged through level one hitting people with his gun because the higher ups didn't think he was worthy to be given bullets.
  9. I don't like it.

    "Grey" has always been my preferred spelling.
  10. Quote:
    Originally Posted by Tired Angel View Post
    Shield/Mace Tank - with a manhole cover for a shield and spanner for the mace!

    Ain't No Hero
    SS/Invuln Brute dressed as a Superman-style hero.

    Jello Man
  11. Quote:
    Originally Posted by Rieze View Post
    How can you leave the Mastermind sisters and the White Queen out of this? Shame.
    Never heard of the Mastermind sisters and I loathe the White Queen. :P
  12. Random NPC on the street. "Sometimes I wonder if I'm the *only* person on my block who isn't a costumed hero."
  13. Thermidor, eh?

    Fire/Ice or Ice/Fire or some combination of the two. I think an Ice/Thermal Controller would work best.

    Captain Z
  14. Perhaps (and this is just thinking thematically over game mechanically, as I often do) Mind Control is more common for Doms than it is for Controllers because evil Mind Controllers tend to have more fun.

    Looking at the likes of Despero, Cassandra Nova, and Gorilla Grodd, it's obvious that their lack of morals gives them more freedom to mess with and/or outright destroy people's minds. While they may not be as powerful as Professor Xavier or the Martian Manhunter, they don't care about others, something that forces the heroic Mind Controllers to rein in their powers.

    Just my two cents, of course.
  15. Quote:
    Originally Posted by GiantMosquito View Post
    Mind Control / Earth Assault dominator. He should look either monstrous or surprisingly urbane. Or possibly both.

    Next up: Zero-Point
    Dual Pistols/Devices Blaster with Stealth powers. Really basic looking, form-fitting costume, with the faceless mask.

    (Also thanks for the validation for Doc Basilisk, I've been kicking ideas around for him for a while.)

    The Pocket Protector
  16. Quote:
    Originally Posted by Kyzock View Post
    A magic origin, Electric/Electric Dominator that chooses Matthew Burke has the starting contact! (Down with Arachnos! would be the battle cry. Or perhaps Damn the Mu!)

    Ebenezer Scrood
    Either Mercs or Robot/Traps. Something about those combos just scream wealthy. I picture him as a robot himself (possibly made of gold) due to my love of puns (Scrood = screwed).

    Dr. Basilisk
  17. It would be a nice addition to have a Stay means Stay command, but I'd likely never use it. I play my MM as a sort of controlled chaos creator.
  18. Maybe Willpower is the tanking set for those who value their survivability, but don't like being in the main tanking role? It's a very Scrapper-ish set in my opinion, though it's one of my favorite tank sets.
  19. Quote:
    Originally Posted by catsi563 View Post
    dual pistol/dark miasma corruptor

    Half-Life
    Rad/Rad Defender with 5 identical costumes that start really big and get progressively get smaller (which they'd cycle through throughout the mission).

    Fritzkrieg
  20. Two main reasons. Firstly, tanks feel the most superheroic to me, and in a superhero game, that's of utmost importance (it's for this reason why most of my Blueside characters are melee, and why I never play blasters). Second, I've never liked one-shotting enemies all the time. Sure, it's fun once in a while, and can be hilarious, but I'm not having fun unless I'm going punch for punch with some big ugly monster or giant robot or something.


    I do also occasionally enjoy playing the role of a tank, as opposed to just playing the AT, although (squishies beware) I don't assume responsibility for everyone's lives, and expect my teammates to be watching their own rears. Yes, I'll be taking the bulk of the aggro, but if I'm surrounded by ten guys, and you get killed by a stray that you pissed off, I'm not going out of my way to save you.
  21. SuperFerret

    Evil Twins?

    Makes me want to remake Bizotter, my evil SuperFerret from a world where Dracula took over the world with an army of vampiric superheroes.
  22. Huzzah! Fluffy tail! I'll be buying this after all!
  23. SuperFerret

    Bad Team Bingo

    What's wrong with Frostfire?
  24. SuperFerret

    Oranbega...

    DC has an Atlantis, Marvel has an Atlantis and a Lemuria, Champions has a Lemuria (I think), why can't CoH have something different?
  25. The only powers that I'd say "kill" any set are the ones that are seen as absolutely necessary to get in order to be effective, whether or not those powers are necessary or not. One example is Granite Armor, Speed Boost is another, but even here, these powers aren't what "kills" the set, it's public opinion.