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Odd question: does Acid Mortar count as a movable pet for the purposes of Group Fly?
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No, it's totally immobile (and you even have to be on the ground to deploy it) - consider it the same as Auto-Turret from the /Devices Blaster Secondary.
It's static, won't move, won't hover. Least it's not like the Triage Beacon! -
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This reminds me. Is there any point in sltting the actual upgrade power itself? I have my Zombies 4 slotted at the mo but what should I put into the Upgrade power itself?
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I like my L6 Upgrade two-slotted, but many make do with the original one. The L32 Upgrade requires a bit more of an investment in at least Recharge Reduction. -
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The downside is it does have a limited range, so it has to be placed with care. I find my tank experience is usueful to herd in new groups of mobs back to the mortar should I clear up a group too quickly.
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As per my Mastermind Guide, from the "Powers: Utility Pools" section...
"Teleport
While covered in Synergystic Travel Powers, it bears mentioning that Recall Friend is an excellent power to take as well. This enables you to further micromanage your henchmen, but more importantly to */Traps Masterminds, it allows you to reposition some of your secondary pets like Acid Mortar."
You're welcomeAnd read the guide, it's really good
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i played yesterday after the patch, didnt realy noticed a big difference in higher damage (that "load and shoot" power of battle-drones is a upgrade power i asume)
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They likely toned down the power of the upgrade powers to account for the fact they can now be slotted. The biggest difference I noticed was in the accuracy. -
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Unless a Nemesis Sniper shot the MM himself...NN Vienna.
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Like I ever go around corners first! Plus even as my Blaster I've never been one-shotted by a sniper (two-shotted maybe)
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This was precisely the original design plan for City of Heroes
As for sets I'd go for Robotics (MM)/Necromancy (MM) - 12-13 Henchmen (one set for range, one set for melee), two L32 Upgrades, two L6 Upgrades (quicker upgrade times) and six attacks on top of the henchmen's attacks.
Appalling for PvP, but a soloing god! -
Depends - opponent low on health, you low on health slug it out ot the bitter end. You low on health, they high on health - better part of valour!
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Leadership just got a whole lot better, one of them (might be tactics) has a res to placate
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Assault gives +Res Taunt and Placate. Tactics gives +Percep
If you want to go Stalker Hunting, the Leadership Pool is solid gold. -
Make sure your medic wasn't in passive stance. If not, then /bug
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Let your henchmen open on the attack, let them build up a good amount of hate before hitting a target with the anchor.
Make sure your henches have shot at least once at (and hit) every target in a spawn.
Untoggle the anchor if the mob runs away - you do not want them to drag back the rest of the map.
Use line of sight - hide behind objects so they can't attack.
Use soft control powers - Tar Pit, and anything with knockback, slows, etc. can give you crucial time for your henchmen to attack and kill before you yourself can be attacked. -
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I forgot to add that if I remember correctly the leadership defence boost stacks with your bubbles and your bots bubbles. Uber tanking bots.
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Unfortuantely, Manouvres for a Mastermind is horribly low (IIRC from US Beta) even when three-slotted (less than even Dispersion Bubble). You're best off going for Assault and Tactics.
As for other pool powers, Flight and Teleport are good travel options for the Group* options.
The concealment pool is good - even with */Dark to stack Grant Invis and Stealth for yourself in PvP Zones.
The Medicine Pool is great as well, with Aid Other for your henches (2x Interrupt, 3x Heal, 1x Rchg/End) and Stimulant later on (if you have no other Status Protection for your henches).
Less than optimum choices are Speed (Hasten is not a needed power for MM's, and SS will leave your henches behind lots) and Presence (who wants to draw aggro to the MM and not henchmen?!) -
AI in the beta was still slated, right up until the end as still being worked on. The dev responsible was "AlmightyFork".
The AI appears to be a coopted version of mob AI - at one time henchman still had a morale failure (would run away and ignore commands). Also, as you note the close to melee, attack at range mix is still there which probably needs overwritten too.
I hope they're still working on it.
For any map where you find the henchmen are not pathing correctly, I'd recommend sending in a /bug so the developers have more info to work on for it. -
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Enjoy it while you can. This is our golden age. I'm sure a nerf bat will be along soon enough...
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Actually, the next thing due for Masterminds is a buff. The fix for the powers granted by upgrades not taking into account enhancements slotted in the summons. -
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And although it is hard to tell without thorough testing, it may be possile that EA benefits from buffs such as bubbles more as it uses Damage Typed defence, not positional.
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Nope, all +Def powers have been changed so they stack equally with Positional or Typed defense. -
And tonight, tenure was granted to young Dr Mizyaki. Welcome to the staff!
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Use a Mastermind - have your henchmen do all the speaking
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I'd like to sign Doc Bot up for this, I'm fairly certain he's technology origin :P Bots/FF. I'm normally available later on in the evenings, although my time is being chewed up right now between Coh, Cov and Civ 4 (which is being delivered right now :P
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Doc Bot has been signed up with tenureWelcome aboard!
Anyone else who wants onboard myself and Doc Bot can get you in. -
It is, having teamed with */Traps MM's/Corr's and used exactly that tactic!
Plus, never fails to get a laugh when a Corruptor calls gather for Accel Metabolism and my bots go running over before I do -
7am... only L14... can't stay awake. If I can, I'll get some sleep then be back to get to L15 in an hour or five!
May not make it though so if I'm not online at 1pm (as Master Zaprobo) then consider me bowing out from this one. -
So, is this going to be my Character Parking Lot? Or am I going to get a little bit more support than that?
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Cathedral of Pain... I hope it's the COV equivalent of the Eden Trial.
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It's the Trial to gain an Item of Power. You'll need a Raid Ready Base to do it successfully. -
Arachnos Research and Development (ARAD)
Description
Our remit is to enhance and upgrade existing Arachnos technology. Create new weapons and defense systems for Arachnos. Acquire new sources of technology and modify for use by Arachnos. Field test all technology to ascertain usefulness.
We welcome all Arachnos-loyal scientists, tinkerers, technicians and inventors. We also welcome any technological creations loyal to Arachnos who might need our expertise to be upgraded and repaired.
Requirements for Secondment
- Be of Technological Origin.
- Either be a Robotics Mastermind (human or robot appearance), */Traps Corruptor (human or robot appearance), or any Archetype designed as a robot/automaton.
- Interested in a low-to-moderate amount of Zone PvP (Field Tests).
- Willing to involve a low-to-moderate amount of roleplay into your playstyle.
- Willing to work together to the eventual creation of an SG Laboratory/Base (using SG mode to earn Prestige, etc.)
Playstyle/Playtimes
To start with while we are low in number (sub-10 players) we will adopt a casual playstyle, with no requirements beyond pooling Salvage and earning Prestige. If we grow beyond this, we will consider a more formal structure, with SG Events (Field Tests and Strike Forces).
We seek people who mainly play late evenings (9pm onwards) but will welcome anyone at any time. Field Tests will usually be arranged for Saturday Evenings (6pm onwards), to allow the maximum amount of people to participate.
SG Mode
We ask that while facing technological foes you are in SG Mode so that ARAD can capture new salvaged components for lab development. Versus any arcane foes, you may stay out of SG Mode and enhance your infamy.
There is no set SG uniform. We are, accordingly, very fond of lab coats however! Plus Arachnos seems to like their creations in black, red and grey.
Ranking
The SG Ranks will be named, and used, as follows...
- Chief Scientist (Group Leader: All Permissions)
- Defense Systems Designer (Base Designer: Invite Permission, Base-related Permissions)
- Assault Systems Designer (Raid Leader: Invite Permission, Raid-related Permissions)
- Lead Scientist (Full Member: Invite Permission, Base Use)
- Scientist (New Member: Base Use)
A Scientist will attain the rank of Lead Scientist once a System Designer or Chief Scientist thinks them ready.
Coalitions
We will be interested in Coalitions with any Arachnos-loyal Organisations, most especially any mystical groups who we would be happy to trade Arcane for Tech Salvage with.
Website
We don't have one. We have this thread. We get enough members, we'll think about it -
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Yeah, it would be nice to be able to turn that off
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Menu > Options
It's in there somewhere! Probably under Chat Options - you can set it to be Disabled, Show Own Pets Speech, Show Teammates Pet Speech, Show All Pet Speech (IIRC).
This does not affect the /petsay command, and only the canned responses henchmen give.