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Posts
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SG Badges are a mixed bag. Some unlock new blueprints (so you have to craft them, like the SG Mission Computer). Others unlock new items that can be bought with Prestige (e.g. Teleportation Becons)
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My US Beta SG has all the answers
http://mechanations.com/
On the Salvage page, hobvering over the images of the salvage will tell you what groups drop them. -
Right, here's the idea...
Crafted items from Salvage come in two flavours. Arcane and Tech. While there is no difference in the functionality between the two, you can not use Tech Salvage to craft Arcane Base Items (and vice versa).
Worktables/Forges (Tech/Arcane accordingly) come in three flavours. All three (Basic, Advanced and Expert) are needed to craft the full range of base items.
The largest workshop room will only allow for three worktables/forges. They are also expensive (175K Prestige for the set, consuming 135 Control and 270 Power [1/4 of what a Basic Power Source outputs!])
It is best to decide (for Salvage pooling purposes, and conservation of power/control in a base) whether a SG will focus on Arcane or Tech Salvage. Collecting the opposing type of salvage will be a waste as there will be no facilities to process it.
Now, I would hope we are all aware that in SG Mode you will earn Prestige for the SG, as well as Salvage. However, the amount of Prestige will ramp off and influence/infamy dwindle after L25 to a point where at L35 you will earn no inf at all. As such, policy is important to ensure (for villains in particular) that reasonable influence can be earnt for Dual/Single Origins.
Here is where the two points mesh.
If the SG decides upon Arcane as a Base theme, then all members should be in SG Mode against any mobs/missions known to drop Arcane Salvage, and out of SG Mode for Tech-droppers.
This means we only get the salvage we need, the SG earns Prestige, but the player also gets the Inf they need to keep up with the Jones'.
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Afraid to disappoint, we are Controller level at best. Defenders remain supreme for buffs, as it should be.
This means Manouvres is negligable and the defense bonus from Dispersion Bubble/Forcefield Generator may not be worth overslotting beyond the 3 Def (most useful for it's status resists).
The Protrector Bots Force Shield is equivalent to your own combo of Insulation/Defelection but in one power.
No idea about max defense cap. No idea about henchman max defense either (not a numbers tester here - haven't got the patience!)
Defense numbers add, where they are defense of the same type. Deflection and Insulation do not offer any of the same defense type and hence do not stack in and of themselves (they will offer a full range of defense though, when both are used, to all damage types). -
Dominators or Brutes are both sterling PvP/PvE choices. Stalkers are stronger on the PvP side, Masterminds and Corruptors on the PvE side.
This of course goes out the window when you get multiples of anything doing PvE or PvE against smaller numbers! -
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I dont want to feel like a newbie either, but can anyone tell me where you get all this info regarding pets lvling from.
I understand some of the terms refer to basic and upgraded pets.
but what is the tier system that i have seen desribed ?
Any info is gratefully received.
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Have a read of my Mastermind Guide and all shall be revealed! -
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Are you talking about naming pets ingame? if yes, how can you do that? ^^
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Click on henchman > Right-click > Choose Rename
It's permanent for each individual henchman and can be redone at any time. -
That's the blighters! Related to Doctor Aeon's power system
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Well... I am considering creating something similar to the MechaNation that is was in during the US CoV Beta which is a Robotics Mastermind-heavy group.
Still undecided and I won't be making a decision until I hit L14ish in any event... -
Never did see the Giant Monster for Cap in the US Beta. Did it happen to be a Cap Au Diable Gremlin?
As to other GM's, you should find the Ghost of Scrapyard in Sharkshead Isle. A GM that wanders aaround with his own personal herd if you let him build up for too long. -
T1 Robots: Ranged Specialists
T1 Mercs: Ranged/Support Hybrid
T1 Ninjas: Ranged/Melee Hybrid
T1 Necro: Ranged Melee Hybrid
T2 Robots: Support Specialists
T2 Mercs: Ranged/Control Hybrid
T2 Ninja: Melee Specialists
T2 Necro: Melee/Ranged Hybrid
T3 Robots: Ranged Specialist
T3 Merc: Ranged Specialist
T3 Ninja: Melee/Ranged Hybrid
T3 Necro: Ranged/Control Hybrid
The darn things are so variable by summon, but each set fits together very well!
Scondary wise in the US Beta, the Poison set was commonly referred to as the weakest, with Dark Miasma as the strongest. Traps we didn't have as long, but is the most varied toolset. Forcefields is a strong set, but favours a more hands-off approach.
There is no template to just choose that gives you "teh ubar", so pick what you like the look of! Merc/Traps is popular I hear, and Robot/Dark is very powerful.
I personally wanted a set I can not worry overmuch about the secondary for, and concentrate on micromanaging the primary. -
This post existed on the US Beta Forums for Masterminds, and while I don't have the original content, I reckon it's a good thread to restart here! Where needed, I've added in the command to create a macro for a supporting command button.
Advanced Scout
(/macro Sct petcomall agg goto)
Use your henchman set to the aggressive stance, and issue them a goto command, to have them move through doorways and around blind corners. They can take the alpha strikes, and initiate the fight, allowing you to enter into the warzone in comfort.
Sentinel Mode
(/macro Snt petcomall agg stay)
Handy for bank vault missions, or other such where you know you may be attacked from the rear. Issue a Stay/Aggressive command to leave a force to guard your rear while you go ahead and deal with matters.
Ambush!
(/macro Am! petcomall agg stay)
Similar to the Sentinel option, in this case you leave your henches at the rear then use one of your own ranged attacks to pull enemies towards you. Run behind your waiting ambush and wait for the folls to fall into your trap. Good for thinning out rooms with many spawns.
Pull!
(/macro Strk petcomall pas att)
(/macro Rtn petcomall fol def)
Requiring two commands, this first has your henches to go to an enemy and attack, then issue the second to get them to return to you, bringing the spawn in their wake. This is handy for when mobs are out of your reach (e.g. on rooftops) and you have a henchman with the Super Leap ability (Ninja or Robots) or if you have prepared a killing zone using deployable AOE's or pets.
Please, add your own! -
The Mastermind is the one truly unique archetype when compared to City of Heroes. It certainly can not be compared to the Controller AT.
The Primaries are henchmen and henchmen upgrades, with a few ranged attacks for good measure.
The Secondaries are defender-esque - buffs and debuffs. Enhance your henchmen and teammates, and weaken your enemies.
Play-style it is like a Real-time strategy minigame within the game. Positioning and control of your henchmen are key. You will fail at high-levels if you just stick your henchmen on Follow/Aggressive and run around maps.
For tips, learn how to use keybinds and macros. Don't rely on the pre-made ones as they offer only limited control for your henchmen. There are a few posts on theses boards about macros/binds and even more on the US ones.
We can solo like nobodies business - our henchman give a superb buffer between us and damage, and give us time to flee if it is all going badly. Team-wise you have to be able to control your henchmen well so as not to annoy your teammates who also want a piece of the action
Read my Guide to the Modern Mastermind and see if it is the AT for you. A lot of people will start playing Masterminds in City of Villains. It will be interesting how many stay past L30... -
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It is very annoying. Last night a PD team was fighting a bunch of other heroes, and one of the blasters would stand as close to the safe zone as possible and use long range attacks - then retreat as soon as anyone came close. Until I snuck around the back a few times and used my knockbacks at least
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See, workaround
And see how often heroes want to fight other herroes once villains are high ebough to be in amongst the mix... -
Villains? Raiding Bloody Bay? Never! *shifty eyes*
Why, we're all... erm... repenting. Yeah, that's the ticket... -
Until they fix the issue with upgrade-based powers, the first level henches are best slotted with 3 Acc/3 Dam. Secondary effects are really very negligable and are only really needed for the Tier Two henches and above.
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wow, all you need is two teams of masterminds and you can take out hamidon then
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What lag? Target Hami, get away to max range (160ish yards), then send in the henchmenFight takes place without you needing to be in range!
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Well, I'd be up for it once I finish my research, perfect my technologies and get to Threat Level 20.
I am curious about the Shivans that are reportedly in the area, and am led to believe that the Scientist there may require research assistance. -
/screenshotui 0
This gives a screenshot without the UI on. Use 1 instead of 0 if you want the UI showing -
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Correct me if I'm wrong, but don't the battle drones get a sniper attack and not a heavy burst with equipt?
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It was early on in the beta assumed to be a snipe due to the animation of the robots, this was later resolved when the Equip/Upgrade icons started listing actual power names.
All of the above come from the Equip/Upgrade buff icons from ingame. -
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I hope people realise that when someone leaves the SG you also lose the 20k prestige bonus you got...
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Which doesn't matter if you've already spent the Prestige on constructing the base.
Of course, there'll be issues when it's time to pay the rent! Their base functions will go offline. -
On the US CoV Beta Forums, a poster called Khaiba, along with a few others, developed what has been seen as the ultimate in bindsets for the Mastermind.
I wasn't too keen and modified themThe results can be seen in this post. Obiously I only did Robotics, but they could be changed for any MM Primary.
However, the originals can be grabbed here - the !Readme file explains use and installation -
True, but it's simultaneous
I personally use a combo of Binds and Macros for my Mastermind (my binds are listed elsewhere on this forum) as I like the flexibility it allows! -
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so if u go to the guy in atlas park u can buy a base does it cost any money and do u av to av c.o.v to get one
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I don't believe the initialisation of a base costs any Prestige at all. All decorations, functional items, plot sizes and new rooms to cost Prestige. Anything you delete is refunded at full Prestige cost, except items crafted from Salvage.
You do have to have CoV to enter a base. You do not have to have CoV to contribute to an SG's Prestige fund.