PredatorD

Cohort
  • Posts

    10
  • Joined

  1. Trip Mine:
    Not really sure on that one. It's worth a test to see if one or two interrupts help in combat. I don know that it's best used as a TP Foe pull trap or Stealthed drop in a group.

    Acid Mortar:
    It's effects are noticable for me, but that may just be perseptive. What I can tell you about it is it's agro draw. Very nice in those situations where you have about 6-10 foes coming in on you. It will usually take the agro as long as the foes have not been attacked by you or your henchies yet. It can also take a pounding.


    Supremacy: *UPDATE*
    It was jsut poseted in the MM forum that Supremacy has been confirmed to have a 25% +Damage Buff and a 10% ToHit Buff. Remember that TH_Buffs are added to on to your ACC % (ex: 75% chance to hit + 10% = 85% chance to hit). Smae thing goes for Tactics. It's a TH_Buff as well. Between tactics and supremacy you can obtain a 25% TH_buff which will cap you on even con minions. You will still want to slot 2-3 ACC in soldiers and possibly 2 in SpecOps if you have trouble hitting.
  2. You haven't gimped yourself by choosing Burst over Slug. Both are decent attacks and Burst will help you more (early game) since it has a faster recharge. Once you are able to 6-slot Slug and drop 2 RCHG in there, it rocks...

    Before my level 21 respec (actually did it at level 28), I had both Burst and Slug. Having both early realyl helps and I actually suggest taking both. Just stay away from M30 Grenade. The last thing you want is to take agro .

    Once you hit level 22 and get up on SO's, you can respec one of them out and put some recharge SO's in the other. I prefer Slug over Burst for two reasons. One being that it has a decent knockback and the other being it does quite a bit more damage. With two recharges in slug, it's up when you need it. Once you get into your late 20's you'll be doing a lot of pet management and trap drops. By the time you are ready to attack, your boys will have gone thru most of the foes.

    The -DEF that Burst gives is not really all that noticable and Acid Mortar does -DEF MUCH better and much more often!
  3. [ QUOTE ]
    Yeah the links are all broken

    [/ QUOTE ]

    In "My Home" go to EDIT "Display preferences, number of shown threads, languages, colors..." Set "Default aged threads to be displayed:" to "Show all Threads"....

    That will open up the older threads that are showing as dead links...
  4. I tested it at level 30 a few weeks back and that's what my testing is based on. I wasn't all that impressed, and feel it needs 6 slots (3 heal, 3 rchg) to be really useful...
  5. Nice catch... that is incorrect... Second SpecOps comes at 24... Medic comes at 18...

    Also.... With Tactical Upgrade, The Medic gets Hand Grenade along with Stimulate.
  6. Doh... buckshot.. Can't believe I forgot buckshot. Thanks for the catch!

    If there is anything else I missed please post it here and I'll incorporate it into the next version of the guide. I already need to make one correction on Supremacy. It's actually a 25% ACC and DMG buff as tested by other players...
  7. Predator-D’s Mercenary/Traps MM PvE Guide v1.0
    <ul type="square">Things to keep in mind:[*]Mercs 99% Ranged attack (SpecOps will occasionally head into Melee for a rifle butt).[*]Your Henchmen are your best attack powers. I have only one of the three available non-pet attack powers (Slug) and my play style does not dictate the need for any more. You may find it easier to take both Burst and Slug early, then respect one out as you get more pets. Two attack power do help in the earlier non-SpecOps and non-Commando level. Once you get your second SpecOps henchman and especially once you get Commando, you may find you only need one or none of your own attacks.[*]Acid Mortar, Force Field Generator and Caltrops are your best friends. Use them, love them, talk nice to them and give them gifts. Traps is a great secondary, but you have to use it! [*]Focus your fire. At times you can just let your Henchmen go wild, but you’ll want to keep all of your henchmen focused on one foe at a time starting with the foe that can hurt you the most.[*]Up your difficulty. I usually keep my difficulty on Malicious and sometimes Vicious. I know some that use Ruthless and Relentless. Villainous is just too easy for the MM sets… If you are new to the MM line, you pack quite a punch PvE.[/list]
    Mercenaries and Traps Detailed Overview
    <ul type="square">Mercenaries (primary set)[*]Burst (1): Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT BI:3.00), Recharge: Fast (4)
    Slotting:
    1 ACC, 3 DMG
    *NOTES:
    Burst is the first of three attack powers your Mercenaries MM will get. With excellent range (90) and recharge time as well as moderate (low side) damage, it’s a good all-around attack power.[*]Soldiers (1): Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All Soldiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long (90)
    Power Progression:
    Levels 1-5, 1 Soldier (your level); Levels 6-17, 2 Soldiers (-1 your level); 18+, 2 Soldiers and 1 Medic (-2 your level).
    Inherent Powers:
    Soldier Burst (Soldiers); Medic Burst and Heal Other (Medic)
    Equip Mercenary:
    Heavy Burst (Soldiers and Medic)
    Tactical Upgrade:
    Auto Fire (Soldiers); Stimulant (Medic)
    Slotting:
    I suggest at lest 2 +ACC. The rest is really up to you. You can see in my planned build below how I slot them. Some MM’s put 3 +ACC in, but with tactics and supremacy you really only need 2. Once you have Commando, you can slot for healing, but I found with 2 ACC, 3 DMG and 1 HEAL, it makes for a well rounded tier.
    *NOTES:
    These guys are your meat shields. While you do miss them when they die, they do not dish out near the damage of SpecOps or Commando. The Medic will heal your henchmen and you, but not always when you need it, and he tends be the first one to die. The Medic’s range is also shorter than the other soldiers.[*]Slug (2): Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage is longer range, and can knock down foes. Damage: High, Recharge: Moderate (8)
    Slotting:
    1 ACC, 3 DMG and 2 Recharge
    *NOTES:
    Slug is my favorite attack power in the Merc line. If you are going to choose one attack, this one is it. It does have twice the recharge as Burst, but it has more punch with knockback. With two recharges reductions, the timer drops to 6 seconds and is up when you need it! I suggest taking this if you are only going with one attack.[*]Equip Mercenary (6): Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip any given Mercenary Henchman once. Recharge: Slow (12)
    Slotting:
    1 END, 2 Recharge
    *NOTES:
    Take this as soon as it’s available. This is your first of two upgrade powers and comes along at level six when you get your second tier one henchman. See the henchmen powers for what you get with this upgrade, and if you are building an attackless MM, this is where the pain ends! [*]M30 Grenade (8): Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Damage: Moderate, Recharge: Slow (16)
    Slotting:
    1 ACC, 3 DMG and 2 Recharge
    *NOTES:
    There isn’t much to say about M30. The last thing that I want as a MM is lots of agro, and M30 is an agro magnet. The damage is so-so, and the recharge is pretty long. I suggest skipping this one.[*]Spec Ops (12): You can enlist one to two highly skilled Spec Ops Mercenary (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in may different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long (90)
    Power Progression:
    Levels 12-23, 1 SpecOps (your level); Level 18+, 2 SpecOps (-1 your level)
    Inherent Powers:
    SpecOps Burst, SpecOps Heavy Burst and Web Grenade (immobilize)
    Equip Mercenary:
    Rifle Butt (disorient) and Flash-bang (disorient)
    Tactical Upgrade:
    SpecOps Snipe, Teargas (hold) and Stealth (broken right now)
    Slotting:
    1 ACC, 3 DMG and 2 Disorient
    *NOTES:
    These boys are a welcome addition to your team. They come ready with Web Grenade and 2 single target attacks. Since you already have EM, they also get Flash-bang and Rifle Butt. Both are great minor crowd control and will help mitigate some damage. I love matching minions run up to my henchmen only to be greeted by the butt of my SpecOps rifle! Once you have TU, they get Teargas and a Sniper shot. Both are very handy as well. Your SpecOps have the highest survivability of all your henchmen.[*]Serum (18): You can use a special Serum to turn one Mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, Accuracy, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. After the Serum wears off, the Mercenary will be exhausted and drained of all Endurance for a while. Recharge: Very Long (1000)
    Slotting:
    3 Recharge
    *NOTES:
    This is one of those love it or hate it powers. I don’t care for it in my play-style, but other swear by it. What turned me off was the short duration and loooooooooong recharge, but when activate the power does as advertised. Good for finishing off elite bosses, AV’s or when you need to get the heck out of Dodge.[*]Commando (26): Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one may army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Recharge: Very Long (90)
    Power Progression:
    Level 26+, 1 Commando (your level)
    Inherent Powers:
    Burst and Slug
    Equip Mercenary:
    Full Auto (cone)
    Tactical Upgrade:
    LRM Launcher, M30 Grenade (AoE) and Flamethrower (cone)
    Slotting:
    1 ACC, 3 Damage
    *NOTES:
    This is the guy you’ve been waiting for. He’s got more hit points and does more damage than you do. He come in on a parachute and looks the part. If you take serum, this is the guy to hit with it when the fit hits the shan. Pop him with some purple and red pills in big fights and he won’t let you down. In extended fights you may notice that he goes thru some end, but that’s in extreme cases![*]Tactical Upgrade (32): Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactically Upgraded Mercenary will gain powers, weapons and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is upgraded. This power only works on your Mercenary Henchmen and you can only Tactically Upgrade any given Mercenary Henchman once. Recharge: Very Slow (60)
    Slotting:
    3 Recharge
    *NOTES:
    This is the upgrade you have been waiting for. Auto Fire, Stimulant, Snipe, Tear-gas, Flamethrower, M30 Grenade and LRM Missile are all in here! While it has a longer recharge than Equip Merc, if you equip your commando first, then Equip everyone else, TU will recharge by the time you finish and you can hit one of your SpecOps before heading out. Just keep an eye on it and within 5-10 minutes your can have the whole team with TU up.[/list]
    <ul type="square">Traps (secondary set)
    The Traps secondary for MM’s is all about using tools to de-buff and damage foes, as well as helping control the fight and protecting you, your henchmen and your team. Having a little bit of everything for just about any occasion makes it one of the best MM secondary sets. With traps, you will play an active part in the fight while still being able to keep good track of your henchmen. [*]Web Grenade (1): Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Fast (4)
    Slotting:
    1 ACC
    *NOTES:
    No choice on this one, but it has it’s uses. You can keep a boss immobilized once you have SpecOps, and you can root foes on Caltrops.[*]Caltrops (2): You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that passes over the Caltrops will be forced to move at a slower rate. They will also take some trivial lethal damage over time. Damage: Minor (DoT), Recharge: Slow (45)
    Slotting:
    1 Recharge
    *NOTES:
    I skipped caltrops until my respect and then put it in. Most of us have used caltrops in CoH so I don’t feel the need to go into detail. Just pick them up and start throwing them down.[*]Triage Beacon (4): You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: Very Long (200)
    Slotting:
    3 Heal, 3 Recharge
    *NOTES:
    I have tried this TB a couple of times and I have to say I am not impressed. It has a 60 second duration and will not get your from 1-HP to Full in that time left unslotted. You also cannot target it, so dragging it around with Recall Friend is out too. To make this one useful you’ll need 6 slots in it and even then, it’s not all that great. If you team up with other /Traps MM’s or Corrupters who also have TB, then it may be more useful, but by itself it’s not all that impressive.[*]Acid Mortar (10): You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: Slow (90)
    Slotting:
    1 ACC, 2 Recharge, 1 END
    *NOTES:
    Get it, Love it, Live it…. I cannot say enough good things about this power. The base debuffs are really good and it will also take agro. Its one tough little mortar, and you can drag this bad boy around using recall friend. There are two cons to Acid Mortar. One; the activation animation is pretty long. Two; you cannot deploy unless on the ground or hovering just over the ground, however, if you are hovering, it negates the animation.[*]Force Field Generator (16): You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: Very Slow (15)
    Slotting:
    1 DEF, 1 END
    *NOTES:
    Get it, Love it, Live it…. Like Acid Mortar, I cannot say enough good things about this power. The defense bonus (7.5% base) is ok, but the status protection is the best part of this one. The reason for the END reduce is for recasting. I usually recast after every two fights. It has a 4 minute duration and a 15 second recharge, so it’s always ready![*]Poison Trap (20): You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long (90)
    Slotting:
    (I have only tested poison trap for a short period. I have no slotting recommendations)
    *NOTES:
    Poison trap is another one of the love it or hate it powers in traps. While it has it’s uses, I felt like I would not use it enough to justify taking it. It’s effects are interesting, but there were other powers that I would rather have. Your choice, but I suggest using it on the test server to see if your play style can use it.[*]Seeker Drones (28): You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Long (90)
    Slotting:
    1 ACC, 2 Recharge, 1 END
    *NOTES:
    I love Seeker Drones. They don’t do much damage and only have a chance to disorient, but they do a great job taking the initial agro and drop ACC, DMG and Perception of the affected foes. I’m still not quite sure if the impact is AoE or target only, but either way is fine. They are not really pets and the AI is dumb as a rock, but cast them in the middle of a group of foes and they do their thing.[*]Trip Mine (35): You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slow (20)
    Slotting:
    1 ACC, 3 DMG and 2 Recharge
    *NOTES:
    If you never used it in CoH, you have probably seen it used or fallen victim to a stack of them in PvP. I suggest taking this one, especially if you are taking TP Foe. You should also be able to toe bomb during fights, since you have little or no agro. It is interruptible, so just be aware![*]Detonator (38): A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: Very Long (200)
    Slotting:
    1 ACC, 3 DMG and 2 Recharge
    *NOTES:
    I have not used this one yet, but I can see the beauty in it. I plan on taking this one as well as grant inviso to do suicide runs. [/list]
    MM Orientated Power Pools
    <ul type="square">Leadership
    Leadership is a good PP for MM’s. Some players take some don’t. Since MM’s have Supremacy as an inherent power (+15% DMG &amp; ACC), leadership becomes even more attractive. [*]Maneuvers (MM = 2.75% Def): With it’s low defensive (~2.75% base) numbers and lack of status protection makes it just about useless.[*]Assault (MM = 10% DMG): If you want to unlock Tactics, Assault is the way to go. While it only provides a 10% DMG bonus to base damage, it’s better than Maneuvers and it also provides resistance to Taunt and Placate. I usually only run assault while teaming with others that have it. 10% adds up with multiple buffs, and Assault stacks with Supremacy.[*]Tactics (MM = 10% TH_Buff; ~16% w/3 SO TH_Buff): This is the one you are after. 12.5% TH Buff (15.6% with 3 SO’s) as well +Perception to find those pesky Longbow Spec Ops and Resistance to confuse and fear. This stacks with Supremacy as well.[*]Vengeance: Cannot be used on Pets/Henchmen, so you decide. [/list]<ul type="square">Medicine
    Some MM’s won’t live without it, some never touch it. I never have nor will I take the medicine pool. Mostly because I have no desire to sit there and heal my henchmen, and the Medic does a decent job healing everyone up between fights. I find it easier and less frustrating to just recast pets as they die.[*]Heal Other: Being interruptible it’s not 100% reliable in a fight especially later in the game once AoE attacks become pretty standard. Remember you do get a medic at level 18 and he will heal you, your pets and your teammates. The medic is not all that reliable though. I have not seen a need for it in my play since it’s just as easy to recast pets if they die, and they will die![*]Stimulant: With FFG you get decent status protection and it’s hard to tell if your pets are held a lot of the time. You Medic will also get this power once you have Tactical Upgrade.[*]Heal Self: With the reduction of Rest’s recharge and the presence of the Medic, This is one of those that you can skip.[*]Resuscitate: Cannot be used on Pets/Henchmen[/list]<ul type="square">Teleportation[*]Recall Friend: As always it a good teaming power. I have found that it comes in very handy as a MM. I use it to pull my pets out of harms way, free a stuck pet or pull them to me if they fall down the pits in some of our favorite cavern missions. It’s also helpful for pulling along and repositioning Acid Mortar. I recommend this power.[*]Teleport Foe: Very handy pulling power. As a MM, you have insta-firepower at your disposal. Being able to pick groups apart is very handy in tough missions or grabbing foes in not so pet friendly locations. I highly recommend this power.[*]Team Teleport: Works relatively well to TP your pets around, but it’s short range makes it a poor choice for moving across zones.[/list]<ul type="square">Flight[*]Group Fly: Works relatively well with pets. My testing did yield some “raining pet” effects, but if you are careful, GF may work for you.[/list]<ul type="square">Concealment[*]Grant Invisibility: Good for reducing the amount of accidental agro as well as in combo with Detonator.[/list]Other Power Pools
    <ul type="square">[*]Leaping: I started with Flight, but dropped it in favor of Leaping on respect. Leaping is my favorite travel power, but it has no MM benefits apart for being a really cool travel power.[*]Fitness: Fitness is by no means necessary for this build, but as always, it never hurts. With END reduces in certain powers, you really don’t need Stamina. I have not had it on my build thru 32, and do not need it. MM’s have the luxury of being able to stand back and let the pets do all the work. [*]Fighting: Since you are not engaging in Melee combat and your Pets will be taking most of the agro, the fighting pool is not much help. Of course you could try and be the first MasterScrapper! :P[*]Presence: Once again, your pets are your shield and you are super squishy. You really don’t want the agro. Let your pets die so you can get away![*]Speed: While hasten is good for helping push powers and super speed is a decent enough travel power. Hasten will not effect your pet casting recharge times and the END hit is not welcome without fitness. Also the lack of vertical travel in SS really hits hard in CoV. I suggest staying away from Speed, but that is your call.[/list]
    My Build thru 40 (currently 32):
    ---------------------------------------------
    Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder
    ---------------------------------------------
    Name: Going Commando
    Level: thru 40 (32 currently)
    Archetype: Mastermind
    Primary: Mercenaries
    Secondary: Traps
    ---------------------------------------------
    01) --&gt; Soldiers==&gt; Acc(1)Acc(3)Dmg(3)Dmg(5)Dmg(11)Heal(11)
    01) --&gt; Web Grenade==&gt; Acc(1)
    02) --&gt; Slug==&gt; Acc(2)Dmg(5)Dmg(7)Dmg(7)Rechg(9)Rechg(9)
    04) --&gt; Caltrops==&gt; Rechg(4)Slow(40)
    06) --&gt; Equip Mercenary==&gt; Rechg(6)EndRdx(17)Rechg(31)
    08) --&gt; Combat Jumping==&gt; Jump(8)
    10) --&gt; Acid Mortar==&gt; Acc(10)Rechg(19)Rechg(19)EndRdx(21)
    12) --&gt; Spec Ops==&gt; Acc(12)Dmg(13)Dmg(13)Dmg(15)DisDur(15)DisDur(17)
    14) --&gt; Super Jump==&gt; Jump(14)Jump(25)
    16) --&gt; Force Field Generator==&gt; DefBuf(16)EndRdx(34)
    18) --&gt; Assault==&gt; EndRdx(18)EndRdx(37)
    20) --&gt; Tactics==&gt; EndRdx(20)TH_Buf(21)TH_Buf(23)TH_Buf(23)EndRdx(34)
    22) --&gt; Recall Friend==&gt; EndRdx(22)
    24) --&gt; Teleport Foe==&gt; Acc(24)Rechg(25)Rechg(34)EndRdx(37)
    26) --&gt; Commando==&gt; Dmg(26)Dmg(27)Dmg(27)Acc(29)
    28) --&gt; Seeker Drones==&gt; Acc(28)Rechg(29)Rechg(31)EndRdx(31)
    30) --&gt; Grant Invisibility==&gt; EndRdx(30)
    32) --&gt; Tactical Upgrade==&gt; Rechg(32)Rechg(33)Rechg(33)EndRdx(33)
    35) --&gt; Trip Mine==&gt; Acc(35)Dmg(36)Dmg(36)Dmg(36)Rechg(37)
    38) --&gt; Detonator==&gt; Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
    ---------------------------------------------
    01) --&gt; Power Quick==&gt; Empty(1)
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    01) --&gt; Supremacy==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    ---------------------------------------------


    Other Useful MM Guides
    <ul type="square">[*] Mastermind Notes V2.1 (Red_Zero) [*] Khaiba's Mastermind Numeric Keypad Pet Controls (Sandolphan) [*] The Incomplete and Unofficial Guide To /bind (Curveball) [/list]
    CREDITS
    <ul type="square">[*]All stats and numbers taken from CoH_CoV Character Builder[/b][*]In-Game Power Descriptions from Mastermind Notes v.2.1[/b], by Red_Zero[*] The Cult of the Evil Munkah [/b] (The Funky Monkeys) on Pinnacle[*]SolLuminous for all the help and review! [/list]
  8. Gnarly,
    Thank you for all the work you did creating the script to create these binds.... The only other "tweak" that can match the binds listed here is the Map Pack!!!

    Thanks Guys... You just made my world a lot less complicated and a lot more fun!!!
  9. I finally got around to creating backround stories for my heroes... I know that the names are a little unoriginal, but I have a system . If ever we are given an opportunit to change our hero names I cetainly will for the siblings and kss (which sounds an awful lot like kiss ).. Anyhoo... Enjoy...

    Predator-D:
    Predator-D (Real Name: Leo Pavone) was a quiet child, but highly intelligent. Around his 14th birthday, his parents (Crimson Spider and Psychic Apostle) noticed his powers starting to develop. At that point, they started to train him on how to use them properly. By the time he was 23, Louis graduated from the University of Florida with a Masters Degree in Physics with a Bachelors in Electrical Engineering. His education was obviously directly influenced by his own powers. After graduation, he relocated to Paragon City, took on the crime fighting name Predator-D, and joined the super group know as “The Legacy”.

    Predator-B:
    Predator-B (Real Name: None) is shrouded in myth and mystery. Its origins are unknown. All that is known of Predator-B is that it is not human. It is a machine. Obviously derived from Rikti technology and possessing great Energy abilities, he fights crime in Paragon city under the colors of the super group called “The Legacy”.

    Predator-KSS:
    Predator-KSS (Real name: Togue Uchida) hails from the small Japanese island of Okinawa. He is an accomplished Samurai Warrior who possesses uncanny reflexes and agility. Some suspect that his super reflexes and agility come from unverified mutant powers. However, Predator-KSS is an extremely private man, and he will not allow anyone to nor willingly subject himself to genetic testing. “The origin of one’s power is not the question you should be asking. It’s the destination of those powers that is the concern!” That is his mantra. That is his way. He came to Paragon City by way of revenge. Crey Industries destroyed his village, his family and his friends. He has come to bring those responsible down. Trouble is finding them!


    The Abbot familly

    Predator-S2:
    Predator-S2 (Real name: Elizabeth Abbot) was born into a somewhat mystical world. Her Mother’s family dabbles in the dark arts. Dark Magic derived from harnessing truly demonic and evil spirits. Although they use dark magic, they use it for good. The old adage “Fight fire with fire” holds true for her family. “Fight evil with evil!” is their mantra. Rachel, having two older brothers (Louis “Predator-D3” and Alexander “Predator-D2”), found at a very early age she needed to defend herself. She used her family’s magical knowledge to focus dark energy into her arms and fists making her incredibly strong and fast, as well as giving her amazing regenerative skills. She came to Paragon City with her brothers some time ago to help clean up the town after the Rikti invasion and has been here ever since.

    Predator-D2:
    Predator-D2 (Real name: Alexander Abbot) was born into a somewhat mystical world. His Mother’s family dabbles in the dark arts. Dark Magic derived from harnessing truly demonic and evil spirits. Although they use dark magic, they use it for good. The old adage “Fight fire with fire” holds true for his family. “Fight evil with evil!” is their mantra. Alex and his brother (Louis “Predator-D3”) harnessed this magic in the form of focused streams of negative energy. Alex also researched his family archives and found spells for controlling the weather. He came to Paragon City with his brother and sister some time ago to help clean up the town after the Rikti invasion and has been here ever since.

    Predator-D3:
    Predator-D3 (Real name: Louis Abbot) was born into a somewhat mystical world. His Mother’s family dabbles in the dark arts. Dark Magic derived from harnessing truly demonic and evil spirits. Although they use dark magic, they use it for good. The old adage “Fight fire with fire” holds true for his family. “Fight evil with evil!” is their mantra. Louis and his older brother (Alex “Predator-D2”) harnessed this magic in the form of focused streams of negative energy. Louis took this much further and is able to harness this negative energy in the form of awareness effective and life draining powers. He came to Paragon City with his brother and sister some time ago to help clean up the town after the Rikti invasion and has been here ever since.