Anyone here a high rank enforcer/psycorruptor/mastermind? I'm playing as a tank-ish DPS longsword character, but I have three extra art slots after assigning the melee arts I want and the assault rifle arts are practically worthless. So my question is, does the raygun get some good debuff arts I could use with my otherwise mostly melee build?
Again I'm answering something old, but perhaps somebody else might find it useful, so here it goes:
I think I'm a level 3 mastermind, and I've focused on keeping auras up (barrier, phys def up and the party-wide heal that also grants evasion), and then supplementing that with the TP aura that boosts ranged damage, four offensive arts (two that deal a lot more damage if you have an aura on you, the toppling blast and the one that inflicts blind).
Regarding augmentations, I've got a crappy knife which I put Ranged Attack Up Vs into, a TP Up XX, an HP Up XX and a focus on equipment that boosts ranged attack and some potential. I get around 4K HP and almost 9K TP as a result, which helps tank and abuse my two TP arts. Still, I'm considering dropping the damaging TP art for recuperate or something, since it often ends up dealing moderately more damage than the beam I always use, and the TP cost makes it a lot less useful in the long run.
For skills, I immediately maxed aura heal (since 500 extra HP every time you get a buff is a pretty large deal), but I don't even remember what the other three skills were. I used to have the beam damage buff skill until I began using thermal weapons, but I think I might go back to beams for the added 45% damage.
As for my battle plan, I'm always auto-attacking with ranged + two melee, or ranged + art + melee. I then wait for the aura beam to be 3/4s full, drop an aura on myself (often the evasion from the party-wide aura in order to avoid using up a defensive aura on myself), do another melee + ranged AA and then go for the beam (which deals around 1K-2K damage five times, or more if I got to use spec up before that). A ranged AA after the beam my debuff beam fills its secondary cooldown gauge, so I fire it and go back to the start of the cycle. It isn't a flawless plan, but I've noticed that I can last a really long while even after my team has been wiped out with this method, which allows me a chance to bring them back into the fight or finish enemies off if I don't manage to get enough TP to revive them (by the way, how much TP does that cost, anyway?).