Master Zaprobo

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  1. [ QUOTE ]
    As far as sloting goes:
    Both upgrades should have only 3 Recharge Reduction ench. Especially the Tactical Upgrade, since it will recharge very slowly. End reduction is useless, since you only use them once/soldier at summons.

    [/ QUOTE ]

    This is Issue Seven. Please recheck the recharge times on the L6 and L32 upgrades. They're as quick as each other.

    My recommended slotting? 1x RchgRdx, 2x EndRdx
  2. [ QUOTE ]
    Wasnt aware AM has +recharge? mez resistance, speed boost, end boost, damage boost for sure... Are you positive it does +recharge? (That would make it even more absurdly good than it already is!)

    [/ QUOTE ]

    Course it does! Very handy for setup times for a MM pre-I7. Still handy for the End boost now
  3. Master Zaprobo

    Mercenaries

    [ QUOTE ]
    My question is will the Medic continue to heal if he is in passive, since if you have him set to follow defensive as soon as someone shoots one of your other henchies he runs off to join the fray????

    [/ QUOTE ]

    No - Passive mode will stop any healing/buffing henchman from doing so unless they're active involved in combat (i.e. you've given an Attack my Target command - buffs/heals seem to be factored into their attack chain).
  4. I have Aid Other and Repair. I wouldn't drop either.
  5. [ QUOTE ]
    just thought of something, can someone describe where the badges are so i can find them faster when i finally get the chance to do them?

    [/ QUOTE ]

    Have a look at the Prima Guide - the maps for the Mayhem Missions are on there, along with the locations.

    Also, seriously good as it lists all the Accolade badge requirements.
  6. Are you sure you're out of missions? Got all the unlockable contacts?
  7. I use Tactics (3x ToHit, 1x EndRd), Assault (1x EndRdx), Dispersion Bubble (2x EndRdx) and Group Fly (2x EndRdx) all simultaneously for aerial combat.

    I can sustain the End Drain for the duration of a fight. I don't notice the -Acc at all (T1's are 3x Acc, T2's are 1x Acc, T3 is 2x Acc). If I did have Stamina, I would be able to sustain this attack mode indefinitely, but it is situational so its not worth it.

    Very handy for getting all henches into firing range without being in melee on Orenbega maps.
  8. Master Zaprobo

    Gameplay

    Actually, it may feel faster since all henchmen had their movement rate improved, and have been given Super Leap (not to be confused with Super Jump).

    As a Mastermind in a Mayhem Mission - keep range, and send your henchmen in first. Use any (soft) control options you have (knockback, immobs, disorient, holds, etc.) that will stack with your henchmens abilities.
  9. Possible global henchman change to give them all Super Leap? Can I get some confirmation? (I hate being at work!)

    Edit: A quick browse of the US Forums shows that this is indeed for every henchman. Will have to see if its a bug or a feature later down the line.
  10. It may be a little off still, I hear about Super Leap changes (but not been able to log in to I7 on live yet).

    This was more to completent v2 of my Modern Mastermind Guide as I took the decision to strip this information from it for brevitys sake.

    Popped it here as I expect some people would still want to see it (that and the old version of this was getting messy with the Thugs listing partway down the thread).
  11. Thugs Primary

    Thugs/Punks
    Initial: Pistol, Brawl
    ET: Dual Wield
    UE: Empty Clips

    Arsonist
    +Res Lethal, Fire

    Initial: Molotov Cocktails, Brawl
    ET: Spit Fire
    UE: Fire Bomb

    Enforcers
    +Res Lethal

    Initial: Burst, Heavy Burst, Maneuvers, Brawl
    ET: Tactics (and guns change from SMG to Uzi)
    UE: Blast Clip, Assault, Dual Uzi's

    Bruisers
    +Res (Lethal, Smashing, Fire, Cold, Confuse, Fear, Placate), Fury

    Initial: Jab, Punch
    ET: Haymaker, Handclap
    UE: Knockout Blow, Hurl, Footstomp


    Necromancy Primary

    Zombie
    Auto Res Sleep, Fear, Disorient, Slow, Smashing, Cold, Negative, Toxic, Psionic

    Initial: Zombie Brawl
    E:Projectile Vomit, Zombie Vomit
    DE:Siphon Life

    Grave Knight
    Auto Res Sleep, Fear, Disorient, Slow, Cold, Negative, Toxic, Psionic

    Initial: Hack, Slash, Dark Blast
    Eisembowel, Gloom
    DE:Head Splitter, Siphon Life

    Ghost
    Auto Res Sleep, Fear, Immobilize, Slow, Smashing, Lethal, Cold, Negative, Toxic

    Initial: Phase Shift, Ghastly Blast, Fly, Life Drain, Necroplasmic Grasp

    Lich
    Auto Res Sleep, Fear, Negative, Toxic, Cold

    Initial: Dark Blast, Torrent
    E:Tenebrous Tentacles, Life Drain
    DE:Fearsome Stare, Petrifying Gaze


    Robotics Primary

    Battle Drone
    Auto Res Sleep, Fear, Disorient, Lethal, Cold, Psionic

    Initial: Super Leap, Laser Burst, Smash
    E:Heavy Laser Burst
    U:Full Auto Laser

    Protector Bot
    Auto Res Sleep, Fear, Disorient, Lethal, Cold, Psionic

    Initial: Laser Burst, Force Shield
    E:Heavy Laser Burst, Repair
    U:Photon Grenade, Seeker Drones

    Assault Bot
    Auto Res Sleep, Fear, Disorient, Lethal, Cold, Psionic

    Initial: Plasma Blast, Smash
    Eual Plasma Blast, Flamethrower
    U:Swarm Missiles, Incendiary Swarm Missiles


    Ninjas Primary

    Genin
    Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE)

    Initial: Thunder Kick, Shuriken
    T:Snap Shot, Storm Kick
    KIZ:Aimed Shot, Crane Kick, Super Leap

    Jounin
    Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE)

    Initial: Sting of the Wasp, Gambler's Cut, Caltrops
    T:Soaring Dragon, Poison Dart, Placate, Super Leap
    KIZ:Golden Dragonfly, Blinding Powder, Hide

    Oni
    Auto Res(Smashing, Lethal, Fire, Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE)

    Initial: Super Leap, Fire Sword Slash, Fire Blast
    T:Fire Sword Hack, Ring of Fire, Fire Breath
    KIZ:Char, Rain of Fire


    Mercenaries Primary

    Soldier
    Auto Res Confuse, Placate, Smashing, Lethal

    Initial: ASMG Burst
    E:ASMG Heavy Burst
    TU:Auto Fire

    Medic
    Auto Res Confuse, Placate, Smashing, Lethal

    Initial: Med Kit, SMG Burst
    E:SMG Heavy Burst
    TU:Stimulant, Frag Grenade

    Spec Ops
    Auto Res Confuse, Placate, Smashing, Lethal

    Initial: SCAR Burst, SCAR Heavy Burst, Web Grenade
    E:Rifle Butt, Flash Bang
    TU:SCAR Snipe, Tear Gas, Stealth

    Commando
    Auto Res Fear, Confuse, Placate, Smashing, Lethal, Fire, Cold, Toxic

    Initial: Burst, Slug
    E:Buckshot, Full Auto
    TU:M30 Grenade, Flamethrower, LRM Rocket
  12. [ QUOTE ]
    Any updates to the keybinds forthcoming Zaprobo? Now that I7 is here, I need the latest gear from your labs

    [/ QUOTE ]

    v2.5 is out already - see my sig. Version Two of the Guide is due - just a little polish left to do on that as well.
  13. +5% HP is not to be sniffed at With Villain Accolades you can easily get to +15%
  14. Yep - low level characters can really help the upper levels by letting them pop in to grab the exploration badge
  15. [ QUOTE ]
    Yup that there is the answer now the real question be when do we expect to see Ghost Ninjas in CoX ?

    [/ QUOTE ]

    What do you think Tsoo Ancestor Spirits are?
  16. Master Zaprobo

    Bot-Slotting

    [ QUOTE ]
    You do know that recharge boosters boost all the Bot's powers, not the Bot summoning power?

    [/ QUOTE ]

    And you realise that you can't slot henchmen for Recharge? Was removed as it was confusing
  17. Master Zaprobo

    Bot-Slotting

    For comparison I use...

    Drone: 3x Acc, 3x Dam
    Prot: 1x Acc, 3x Dam, 1x EndRdx, 1x Heal
    Assault: 2x Acc, 4x Dam

    Equip: 1x Rchg, 1x End Rdx (changing to 1x Rchg, 2x EndRdx in I7)
    Upgrade: 3x Rchg (changing to 1x Rchg, 2x EndRdx in I7)

    EndRdx is not needed for anything except Protector Bots. I don't slot for +Def as the Force Shield defense bonus is miserable anyway (nice to have, but miserabel to slot). I have a fourth Damage SO as even an extra 5% damage on the Assault Bot is a nice bonus with the amount of AoE it outputs.
  18. Master Zaprobo

    Mercenaries

    Nope - Mercs are actually a very nice set - they have a healer, two mezzers and some nice high-end AoE to play with.

    Of course, if you want a PvP MM then you can't go wrong with Ninjas - most of their attacks are single-target which are key to winning PvP (noone really goes to take down multiple targets at once, like they do in PvE).
  19. Master Zaprobo

    Mercenaries

    Mercs and Ninjas seem to be a bit thin on the ground - I think it's because they're simply humans and not evil undead or killer robots.

    Some powersets, despite being nice, just aren't as popular as others.
  20. [ QUOTE ]
    I'm planning on picking up the Leadership pool at some point, so I may drop an acc to 1 acc, 3 dam, 1 endrdx, 1 defbuff then (defbuff still seems a better thing to slot than heal).

    [/ QUOTE ]

    I disagree. I slot my Prot Bots as 1x Acc, 3x Dam, 1x End Rdx and 1x Heal.

    The defense bonus from Force Shield is in the single digits, and as such not worth slotting. The heal is in double (triple?) figures, and as such is well worth slotting for as it makes a noticeable difference.

    Disorient Dur is another good choice, since Prot Bots have two powers that can cause such (Photon Grenades and Seeker Drones).
  21. That's because Dr E got the code a lil wrong. Try...

    http://arad.bbfun.com/

    The rules for ARAD-based characters are slightly stricter than for AMSTRAD but I'm sure we can probably squeeze you in!
  22. Master Zaprobo

    Caleb

    [ QUOTE ]
    Guess this already happened. Doh I'll never get this badge >.>

    [/ QUOTE ]

    Literally, just dropped Caleb as of this post. And to confirm, he can be spawned during a daylight cycle.
  23. Master Zaprobo

    Caleb

    ARAD are forming a Caleb hunting team as I post!
  24. Mobile Bunker
    Required Powers: Ranged-based Henchmen (Robots, Thugs, Mercs), Dispersion Bubble, Force Bubble. Hover useful
    Been using this in Warburg to good effect, and also in RV on Test. Fully upgrade your bots (if you can, hover out of melee range) and activate the two bubbles. Move at a slow pace, and use the henchmen as your attack.

    For additional bubble-synergy, Force Bolt can be used to stop people getting away, Detention Field for anyone who gets inside the bunker (those with Repel resistance), and any other AoE Buffs you have to enhance your henchmen.

    The Mobile Bunker is also excellent at pillbox defense in RV. Take over the turrets for additional pets, hover so that you are above bunker control, but not out of control range for the turrets (defined by the small forcefield bubble on the centre of the pillbox). You should have enough firepwoer to stop anything short of a Stone Tank.