MASTERMIND NOTES v.3.0 (Issue 7)


5th_Player

 

Posted

nice work


 

Posted

*Just some specific info due to the pet and henchmen-like control you can get in some PvP zones. I would like to add more PvP specifics, but unfortunately, got no response on an inquiry post for this and I don't PvP very often myself, which makes me reluctant to post anything that would make me seem like an authority on the topic. So please excuse the partial nature of the following:*


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MASTERMIND NOTES v.3.0 (Issue 7)
P.v.P ADDENDUM
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RECLUSE'S VICTORY
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All commandable "pets" can be commanded by their name or by:

/petcom_pow Special

Specials will not count as henchmen for the purposes of Bodyguard.

Arachnos Heavy Blaster
Arachnos - Elite Boss - Level 54
*starts on Aggressive Follow*
*The Arachnos Heavy Blaster locations can be found on the battle progress map inside the Arachnos base. You may only have one to command at a time, and there can only be 3 total on the map at any given time. Unlike henchmen, there is no range limit on how far you can be from it. It will not respawn and will not accept Recall Friend, though Group Fly and Team Teleport will work to move it around more quickly.*
/petcom_pow Special

Lord Recluse discovered that Black Scorpion had built these enormous walking tanks to attack Mako in another of thier inter-patron squabbles. Lord Recluse seized these monstrous war machines for his own use in Recluse's Victory. Loyalists like you will now be able to wield their destructive capabilities in battle! Their lack of speed is more than compensated for with its impressive firepower, and heavy armor. The Arachnos Heavy Blaster is an awesome asset to any villain who's looking for an edge in battle!
Arachnos Heavy Blaster - Picture

*Has good heavy melee attacks and is probably best used in melee combats, though its slow speed makes that questionable against high mobility targets.*

Heavy Boost - Your damage has been Increased
Armored Exoskeleton - Resistance
Power Jumping - Self Auto, +Jump, + Speed - Arachnobots can jump very high and travel very fast.
Wide Area Web Grenade
Venom Burst?
Disruptor Blast?
Claw?
Claw Pierce?
*when dismissed it is teleported back to its original starting pad*

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PILLBOX
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Force Field (Pillbox)
+Def(All), Res(Toxic), +Regeneration, -Teleport
Pillbox - Object
While you are in the area of the Force Field, you are protected from all attacks for a limited time. Also reduces Toxic damage and increases your Regeneration as well as protecting you from being teleported by foes.
Pillbox - Picture

Quad Howitzer Battery (Pillbox)
*Starts on Aggressive Follow*
Turrets - Boss - Level 50
/petcom_pow Special

Turrets like these are Rumored to be based on designs stolen (or bought) from Crey industries. This one matches the design for a Quad Howitzer Battery. The Crey security catalog entry reads: 'The Quad Howitzer Battery provides top-notch firepower for defending your installation with its four heavy cannons and optional flamethrower.'
Immobile
Quad Howitzer
Flamethrower

High-Explosive Missile Turret
*starts on Aggressive Follow*
Turrets - Boss - Level 50
/petcom_pow Special

Turrets like these are rumored to be based on designs stolen (or bought) from Crey Industries. This one matches the design for a High-Explosive Missle Turret. The Crey security catalog entry reads: 'When you need maximum defense and cost is no concern, the High-Explosive Missile Turret is the premier choice. It's high-powered explosive rockets can ruin the day for nearly any attacker.'
Immobile
High-Explosive Missiles
Flamethrower

------------------------------------------------------------
Transmission Detected
Intercepting Transmission......................
Decrypting Contents.......................................... ..........
Decryption Successful
.

FREEDOM CORPS ***CLASSIFIED***
FOR HERO EYES ONLY
PARAGON CITY, USA, DIMENSION 412-ATLAS PARK
DOCUMENT #428523


Freedom Corps Cataphract
Longbow - Elite Boss - Level 54
*The Freedom Corps Cataphract locations can be found on the battle progress map inside the Freedom Corps base. You may only have one to command at a time, and there can only be 3 total on the map at any given time. Unlike henchmen, there is no range limit on how far you can be from it. It will not respawn and will not accept Recall Friend, though Group Fly and Team Teleport will work to move it around more quickly. *
/petcom_pow Special

Utilizing the engineering designs from the Paragon Police Department's Support Automatons, the Freedom Corps has built this armored powerhouse. The Cataphract Class, or the "Heavy" as the troops call them, are slow movers but more than make up for it in awesome fire power and enough armor to withstand multiple attacks from villains. With one of these babies, you will own the streets.
Freedom Corps Cataphract - Picture

*Seems to have AI problems with using its numerous attacks in chains. Tends to use particular attacks only at various ranges. Also does not appear to melee at all*

Heavy Boost - Your Damage has been increased.
Resistance - Resistance
Seeker Drones
Gas Grenade?
M40 Grenade?
Autofire plasma burst?
Tail sting?
Plasma cloud burst?
*when dismissed it rockets off and another one is teleported to it's starting pad*

End of Transmission Contents


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BLOODY BAY
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Shivan Decimator
Pet - Elite Boss - Summoned at your level
Temp Power - 5 Uses
This Decimator seems to pulse with ectoplasmic destruction and hate. Its grotesque form and radiant energy makes your skin crawl.
Shivan Decimator - Picture

*The Shivan Decimator is a temp power you can earn in Bloody Bay by collecting and processing meteor fragments.*

Radioactive Smash: Heavy Energy & Smashing, Disorient, Knockback, Negate Flight, Def debuff
X-Ray Beam: Moderate Energy & Def debuff
Contaminated Strike: Moderate Energy & Smashing, Knockback, Defense debuff
Neutron Bomb: Moderate Energy & Def debuff
Electron Haze: AoE cone moderate Energy, Knockback, & Defense debuff, moderate range
Cosmic Burst: High Energy, Stun & Def debuff
Irradiate: Minor Energy & very high Def debuff
Resistance: Resistance


 

Posted

Black Scorpion -> Mace Mastery-> Web Envelope is wrongly listed as a Hold, which it is not. It is an Immobilize.

Bodyguard: There is some debate about how quickly bodyguard mode kicks in. Some say, the instant Henchmen are switched to Defensive Follow and have Supremacy bonus, others say it may have a "grace period" of about 5 seconds. It is hard to tell as there is no active Icon for being protected by Bodyguards and if you gotta switch over fast your proably to pre-occupied to definately tell. Best advice: Anticipate the need before you need it.

Credits and Acknowledgements:
Credit and Acknowledgement should go to Weekend_Avenger, IttiBittiKitty, and system_crashes for their posting thread on Observered Henchmen Behaviour.


 

Posted

Excellent job! Two notes, though:

1. Abbreviations in commands (in the chat box, in binds, or in macros) do not have to be the first letters of the command or name. For example, 'AttackMyTarget' can be abbreviated 'ck' or even 'k' because there is no other command that uses 'ck' or 'k' in its name. This is especially helpful in the naming conventions of the pets. You can put a 'ch' anywhere in the name of three of your pets, for example, and a command that uses 'ch' will command just those pets. This can save space in lengthy binds, too.

2. The underscores in commands are optional. Another space saver.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Absolute best mastermind guide on the forums. No doubt about it. Great job, this guide helped me out tremendously on my own masterminds. Keep up the good work!


 

Posted

It should be noted that I7 brought some changes to the "Prefer Ranged" and "Prefer Melee" AI aspect of MMs which may or may not be intended by the devs.

I've sent several PMs to devs on the subject which have yet to see a reply, and can only speak with expertise on the subject of Robots and Mercenaries.

Mercenaries were, prior to I7, almost exclusively Ranged. You needed to tell one of your spec ops to move forward into melee range to get him to use his rifle butt power.

Since I7, though, brawl has been added back into the attack chain on mercenaries. Whether this is responsible for the sudden tendency of -all- mercenaries to dart suddenly and without direction into melee from -any- distance I cannot say.

However, 1 or more of the mercenaries will now choose to (in some cases, foolishly) engage the closest enemy in melee.

Again, this behavior is NEW SINCE I7.

Yes, prior to I7 the MEDIC and the MEDIC alone would sometimes close to use his shorter range frag grenade, but not into actual melee range.

That is not what I am talking about.

Now, the worst part of this for me, personally, is that prior to I7 I had remarkable synergy: A set of pets who would not only stay tight within my shadow fall (DM) and within range of my AOE heal, but because of this would rarely cause the hassle of additional aggro from groups other than the one I was fighting, due to remaining in the stealth.

Since I7, however, I have to deal with constant attrition of my pets due to random acts of scrapper-attempt, and due to them suddenly deciding to leave healing range, stealth, and engage mobs forward of my position no matter what mode I have them in.

If this is a deliberate AI change, I do not see how it could be seen as beneficial to ANYONE.

I've heard rumors that they tried to rewrite the entire MM AI so that all the primaries used one single code branch. This is completely unconfirmed. But if it is true, I would call for the old AI to be put back in. It worked. The I7 Mercenary AI does not work, and often results in pet-wipes.

Robots seems relatively unchanged since I7.

Bear in mind, I am an experienced MM, who uses binds to micromanage and macromanage my pets.

Something has changed, for the worse, and I would like to see it addressed or fixed.


---------------------------------
Heartbroken I lurked a lot but I'll miss you all

Alpha Team sg, Pinnacle server
Black Citadel vg

 

Posted

Awesome guide, very well written and informative. Just thought I'd comment on one thing:
[ QUOTE ]
Bodyguard: There is some debate about how quickly bodyguard mode kicks in. Some say, the instant Henchmen are switched to Defensive Follow and have Supremacy bonus, others say it may have a "grace period" of about 5 seconds. It is hard to tell as there is no active Icon for being protected by Bodyguards and if you gotta switch over fast your proably to pre-occupied to definately tell. Best advice: Anticipate the need before you need it.

[/ QUOTE ]
From what I can tell on my 34 Bots/Traps, as soon as you set them to defensive follow, Bodyguard is engaged in the sense that they start taking a portion of incoming damage, however, they will wait ~6 seconds before finally returning fire to anyone hitting you. Another interesting point, is they only return fire for successful hits, not misses.


 

Posted

[ QUOTE ]

Robots seems relatively unchanged since I7.


[/ QUOTE ]

I've noted that Robots will now use their ranged attacks while egnaged in melee, instead of just using their smash attacks and standing thier dumbly, waiting fo rthem to recharge. While them moving into Melee range is dumb for everyone but he Assault bot (only at certain times, anyhow.), the fact they'll use all their attacks while doing so is an improvement.


Tygara - 50 Claws/Regen/Power Scrapper, Virtue- Member of Kitties on the Prowl.
Shadeburn - Dark/Rad Defender, Virtue- Member of Catch 'Em Crew
Nature Boy' - Elec/Ice Blaster, Virtue - Member of Young Phalanx

 

Posted

Excellent guide.


 

Posted

Since Issue 8 is gonna be more "Hero-centric" and no significant changes or additions are occuring for the Mastermind Archtype, I am just gonna add to the thread anything that needs to be mentioned or clarified or appended. It's just not worth the time it would take to again re-edit and repost the MM Notes guide in a new version at this point. Though be assured that I will be on top of it if significant or major things happen within the Mastermind Archtype in future Issues.

Here are some new pictures for Mercenaries and Ninjas, which apparently did not have the 3rd upgrade in their photos. Those photos were from CoV Beta and I never realized that they weren't fully upgraded at the time and just kept using the same photos. Well, no more! Thanks goes to Ares23 for getting some good Mercenaries pictures. I tried asking one of the moderators if they could replace the old picts with the new picts but they either can't or won't.

Mercenaries-Soldier Picture
Mercenaries-Medic Picture
Mercenaries-Spec Ops Picture
Mercenaries - Commando Picture

Ninjas - Genin Picture
Ninjas - Jounin Picture
Ninjas - Oni Picture

Other notes to be added:
Dark Servant - the Dark Servant apparently has a Brawl attack that needs to be listed.

Protector Bot - the Protector Bot forcefield bubble has a +7.5% defence value. That's per bubble.

Traps - Acid Mortar and Triage Beacon may no longer be affected by Teleport powers

All Henchmen are recieving a slight boost to thier run speeds.

Apparently, if you earn enough victory points or something in Recluse's Victory before the zone resets, you can get a Heavy Temp Summons power. No specifics on it, I've yet to take the time to try it out.

Flushing out the Patron Power Pools, spent some time copying down the numbers for a more complete listing:

Mastermind Soul Mastery - Ghost Widow
Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

Night Fall
Boosts Allowed: Accuracy, Damage, Recharge, Endurance, ToHit Debuff, Range

Power Help: Night Fall unleashes a cone-shaped burst of particles from the Netherworld. All targets within the mmodest range of this power take Negative Energy damage and have reduced Accuracy. Damage: Moderate (DoT), Recharge: Slow

Effects: 3.36 Negative Energy damage every 0.3 seconds for 3 seconds; 5% ToHit decrease for 10 seconds.

Type: Click
Accuracy: 100%
Range: 60'
End Cost: 16.38
Interrupt Time: 0
Cast Time: 2
Recharge Time: 20
Radius: 60'
Arc: 20 degrees
Max Targets: 10
Attack Types: AoE, Negative Energy

Dark Embrace
Boosts Allowed: Endurance, Recharge, Damage Resistance

Power Help: You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage. Recharge: Fast

Effects: 20.62 Smashing and Lethal resistance, 11.25 Toxic and Negative Energy resistance

Type: Toggle
End Cost: 0.1625
Interrupt Time: 0
Cast Time: 0.67
Recharge Time: 4


Soul Tentacles
Boosts Allowed: Accuracy, Damage, Recharge, Endurance, Immobilize, Range

Power Help: You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immoblizing them while they drain thier life. You must be at Level 44 and ahve Night Fall or Dark Embrace before selecting this power. Damage: Moderate (DoT), Recharge: Slow

Effects: 4.12 negative Energy damage; 3.05 Negative energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immobilze of strength 3.57 versus critters only; 100% chance for a 10-second Immoblize of strength 3.57 versus players only.

Type: Click
Accuracy: 100%
Range: 40'
End Cost: 12.74
Interrupt Time: 0
Cast Time: 1.67
Recharge Time: 20
Radius: 40'
Arc: 25 degrees
Max Targets: 10
Attack Types: AoE, Negative Energy, Smashing

Soul Storm
Boosts Allowed: Accuracy, Recharge, Endurance, Range, Hold, Damage

Power Help: Like Ghost Widow, you can summon the souls of your victims to do your bidding. Soul Storm enraptures a single target with Hold while the life-force is drained from its body. You must be at Level 47 and have two other Soul Mastery power before selecting this power. Recharge: Slow

Effects: 3.36 Negative Energy damage every 1 second for 11 seconds; 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance ofor an 8-second Hold of strength 3.57 versus players only.

Type: Click
Accuracy: 100%
Range: 80'
End Cost: 10.66
Interrupt Time: 0
Cast Time: 2.17
Recharge Time: 32
Max Targets: 1
Attack Types: Ranged, Negative Energy


Black Scorpion - Mace Mastery
Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

Web Envelope
Boosts Allowed: Accuracy, Recharge, Endurance, Immobilize, Range

Power Help: The Nullifier Mace can lob a modified web grenade. Upon impact, the web grenade expels a strong, sinuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attaking, although thier attack rate is slowed. The web can bring down flying entities and halts jumping. Recharge: Slow

Effects: 100% chance for a 15-second immobilize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for palyers only; 20% Run, Fly, and Jump Speed decrease for 15 seconds; 20% Recharge decrease for 15 seconds.

Type: Click
Accuracy: 105%
Range: 80'
End Cost: 12.74
Interrupt Time: 0
Cast Time: 2
Recharge Time: 20
Radius: 15'
Max Targets: 10
Attack Types: AoE


Scorpion Shield
Boosts Allowed: Endurance, Recharge Buff Defense

Power Help: Black Scorpion's technologies are impressive, indeed. this energy shield grants you Defense to Lethal, Smashing, and Energy attacks and improves your damage resistance to Toxic damage. Recharge: Fast

Effects: 11.25 Defense versus Smashing and Lethal attacks, 7.25 versus Energy attacks, 13.25 Toxic resistance

Type: Toggle
End Cost: 0.1625
Interrupt Time: 0
Cast Time: 2
Recharge Time: 4


Mace Beam Volley
Boosts Allowed: Accuracy, Damage, Recharge, Endurance, Range, Knockback

Power Help: Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must be at Level 44 and have Web Envelope or Scorpion Shield before selecting this power. Damage: Moderate, Recharge: Long

Effects: 15.29 Smashing and 15.29 Energy damage; 30% chance for a Knockback.

Type: Click
Accuracy: 105%
Range: 50'
End Cost: 18.98
Interrupt Time: 0
Cast Time: 2
Recharge Time: 32
Radius: 50'
Arc: 35 degrees
Max Targets:
Attack Types: AoE, Smashing, Energy

Web Cocoon
Boosts Allowed: Accuracy, Recharge, Endurance, Range, Hold, Slow

Power Help: The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and Movement speed dramatically slowed. Web Cocoon can also bring down flying targetsa nd prevent foes from jumping. You must be at Level 47 and have 2 other Mace Mastery powers before selecting this power. Recharge: Long

Effects: 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength 3.57 versus players only; 50% Run, Fly, and Jump speed decrease for 15 seconds; 50% Recharge decrease for 15 seconds; disable Fly.

Type: Click
Accuracy: 105%
Range: 60'
End Cost: 10.66
Interrupt Time: 0
Cast Time: 2
Recharge Time: 32
Radius: 1
Attack Types: Ranged

Scirocco - Mu Mastery
Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

Static Discharge
Boosts Allowed: Accuracy, Damage, Recharge, Endurance Reduction, Recovery, Range

Power Help: Static Discharge hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in hte area. Damage: Moderate Recharge: Long

Effects: 29.36 Energy damage ; drains 7% of total Endurance versus critters only; drains 1.25 Endurance versus players only; 100% chance to decrease 100% Endurance recovery for 4 seconds; 10% chance to restor 4.29 Endurance to self.

Type: Click
Accuracy: 100%
Range: 40'
End Cost: 18.98
Interrupt Time: 0
Cast Time: 2.07
Recharge Time: 32
Radius: 40'
Arc: 45 degrees
Max Targets: 10
Attack Types: AoE, Energy

Charged Armor
Boosts Allowed: Endurance Reduction, Recharge, Resistance

Power Help: When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage. Recharge: Fast

Effects: 20.62 Smashing resistance; 20.62 Lethal resistance; 20.62 Energy resistance

Type: Toggle
End Cost: 0.1625
Interrupt Time: 0
Cast Time: 0.67
Recharge Time: 4

Electrifying Fences
Boosts Allowed: Accuracy, Damage, Recharge, Endurance Reduction, Immobilize, Range, Recovery

Power Help: The Electrifying Fences power attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance. you must be at Level 44 and have Static Discharge or Charged Armor before selecting this power. Damage: Moderate (DoT), Recharge: Slow

Effects: 3.05 Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immoblize of strength 3.57 for critters only; 100% chance for a 10-second Immobilize of strength 3.57 for critters only; drains 4% of total Endurace versus critters only; drains 1 Endurance versus players only; 20% chance to decrease 100% Endurance recovery for 2 seconds.

Type: Click
Accuracy: 100%
Range: 40'
End Cost: 12.74
Interrupt Time: 0
Cast Time: 1.17
Recharge Time: 20
Radius: 10'
Max Targets: 10
Attack Types: AoE, Energy


Electric Shackles
Boosts Allowed: Accuracy, Damage, Recharge, Endurance Reduction, Range, Hold, Recovery

Power Help: Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance, and some of that Endurance may be transferred back to you. You must be at Level 47 and have two other Mu Mastery powers before selecting this power. Damage Minor, Recharge: Long

Effects: 4.58 Energy Damage; 100% chance for an 8-second Hold of strength 3.56 versus critters only; 100% chance for a 6-second Hold of strength 3.57 versus players only; drains 15% of total Endurance versus critters only; drains 7 Endurance versus players only; 100% chance to decrease 100% Endurace recovery for 8 seconds; 30% chance to restor 4.29 Endurance to self.

Type: Click
Accuracy: 100%
Range: 60'
End Cost: 8.58
Interrupt Time: 0
Cast Time: 2.17
Recharge Time: 32
Max Targets: 1
Attack Types: Ranged, Energy


Captain Mako - Leviathan Mastery
Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.
School of Sharks
Boosts Allowed: Accuracy, Damage, Recharge, Endurance Reduction, Immobilize, Range

Power Help: You can cll forth a school of vicious Shark Spirits that will swim out in a cone formation and encircle your foes, draining their spirit energy. The encircling Shark Spirits will Immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate. Damage: Moderate (DoT), Recharge: Slow

Effects: 4.12 negative Energy damage; 3.05 Negative Energy damage every 1 second for 8 seconds; 100% chance for a 15-second Immoblize of strength 3.57 for critters only; 100% chance for a 10-second Immobilze of strength 3.57 for players only.

Type: Click
Accuracy: 100%
Range: 50'
End Cost: 12.74
Interrupt Time: 0
Cast Time: 2.37
Recharge Time: 20
Radius: 50'
Arc: 30 degrees
Max Targets: 10
Attack Types: AoE, Negative Energy

Bile Spray
Boosts Allowed: Accuracy, Damage, Recharge, Endurance Reduction, Range

Power Help: Sharks will eat anything, so their stomach acid must be powerful, indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone area will take Toxic damage over time. Damage: Moderate (DoT), Recharge: Long

Effects: 21.41 Toxic damage; 30.58 Toxic damage every 1 second for 5 seconds.

Type: Click
Accuracy: 100%
Range: 60'
End Cost: 18.98
Interrupt Time: 0
Cast Time: 2.67
Recharge Time: 32
Radius: 60'
Arc: 30 degrees
Max Targets: 10
Attack Types: AoE, Toxic

Shark Skin
Boosts Allowed: Endurace Reduction, Recharge, Resistance

Power Help: The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your damage resistance to Lethal, Smashing , and Cold damage. You must be Level 44 and have School of Sharks or Bile Spray before selecting this power. Recharge: Fast

Effects: 20.62 Smashing resistance; 20.62 Lethal resistance; 20.62 Cold resistance.

Type: Toggle
End Cost: 0.1625
Interrupt Time: 0
Cast Time: 0.67
Recharge Time: 4

Spirit Shark Jaws
Boosts Allowed: Accuracy, Recharge, Endurance Reduction, Range, Hold, Damage

Power Help: You can summmon a massive Spirit Shark that will attack your foe from below. The shark will grip you foe with its massive jaws and attempt to Hold the target while it mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must be at Level 47 and have 2 other Leviathan Mastery powers before selecting this power. Damage: Moderate (DoT), Recharge: Slow

Effects: 4.12 Lethal damage; 3.05 Lethal damage every 1 second for 8 seconds; 100% chance for a 10-second Hold of strength 3.57 versus critters only; 100% chance for an 8-second Hold of strength 3.57 versus players only; disable Fly.

Type: Click
Accuracy: 100%
Range: 80'
End Cost: 10.66
Interrupt Time: 0
Cast Time: 1.87
Recharge Time: 32
Max Targets: 1
Attack Types: Ranged, Lethal


 

Posted

Does I7 still have the same problems with Group Fly and henchmen dropping out/falling behind? I can't decide on what travel power I want to go for. :/


 

Posted

[ QUOTE ]
Does I7 still have the same problems with Group Fly and henchmen dropping out/falling behind? I can't decide on what travel power I want to go for. :/

[/ QUOTE ]

Nope, no real change, they still will fall out if you just try to drag them with you over long distances. That's not to say that the power isn't useful. Navigating terrain on mission maps, avoiding ground effect powers, and getting a tatical air advantage are all good uses.

If you want to navigate long distances with Group Flight, it is best to set your character to follow (typically the "f" key) on of your henchmen, then use the petcom_all goto command to move your henchmen ahead of you with you trailing them. Your character is much better at following them then they are you. Its a bit awkward, but with enough practice you'll get the hang of it.


 

Posted

Decided to go with teleportation pool. Teleport Foe is pretty cool and fun to use and works great. I've used teleport before as primary travel power and like it. Hopefully group teleport does okay.


 

Posted

Very comprehensive - ty - a ton of good info in here all in one spot.


@Deadboy

 

Posted

I'd like to regretfully inform you that superleap auto power that henchmen have does have a horizontal component to it like super jump. The reason you don't see it isn't because it isn't there... but it's because of the pathing AI that henchmen have. They'd rather fall off one surface, walk to the next and jump up.

One place to test this really easy is the last room in a cargo ship.
Get on the last crate and jump between it and the second to last crate, (do it with one slotted combat jumping and hurdle, or superjump)
Several times my henchmen made the jump between the two without hitting bottom.

The difference between the two powers seems to be height and vertical speed. Superleap seems to have a crazy fast vertical speed, but can't jump as high as superjump.
Their horizontal speeds seem to match mine (when they decide to use the horizontal component)

This may of course be either a bug in the power, or like I said a result of simplicity in pathing AI. In other words, they don't THINK to jump between the two objects when they can just fall down one and jump back up onto the other.


 

Posted

To be honest, I fail to see the point of your post.

[ QUOTE ]
...because of the pathing AI that henchmen have...

[/ QUOTE ]

...the horizontal component of Super Leap is small, regardless of the horizontal velocity they may acheive in that distance that they can leap.

The whole point of saying that the vertical component is large, and in relation to, the horizontal component is small, is to illustrate that the power of Super Leap, even though it may most likely be working under the same jump mechanics of all jump powers, is limited, and as a result performs differently than Super Jump, a power that players are familiar with.

Even IF the power of Super Leap is capable, the restriction of the AI's use of the power makes this point mote. Players, therefore, should be made aware that in taking the power of Super Jump, they should not be expecting Henchmen to follow, bounding after them in great forward leaps, in the like. Thus the foundation for the following statement, which is correct:
[ QUOTE ]
Super Jump: Super Jump is not to be confused with Super Leap (the henchmen, pet, and mob power)! Unlike Super Jump, Super Leap only has a small horizontal component, about that of Combat Jumping, and a large vertical component equivalent to Super Jumping. ALSO: See Traveling with Henchmen.

[/ QUOTE ]

This is not a bug in the power, this is the way it has operated for all NPCs since the begining of the game.


 

Posted

I wish I would have demorecorded it.

The power is mainly there so they can follow you vertically.
However, I've seen them use the horizontal component when I was jumping around myself. However, AI-wise they don't prefer it. The power itself simulates every aspect of SJ though.
I've even noticed that the forward speed when they do use horizontal component adjusts for distance.
In other words, when they do jump forward, they make it to their destination in a fixed time... they speed up for more distant jumps.

If only they'd prefer this method over running...


 

Posted

Need to make this correction and clarification in the next revision of MM Notes to Henchmen Powers:

I will need to change that in the next revision because it is off a bit and not very clear. This is basically how it works, assuming you pick up each Henchman summoning power when they are first available:

Levels 1 thru 5: 1 First Tier Henchman at +1 your level

Levels 6 thru 11: 2 First Tier Henchmen at +0 your level

Levels 12 thru 17: 1 Second Tier Henchman at +1 your level, 2 First Tier Henchmen at +0 your level

Levels 18 thru 23: 1 Second Tier Henchman at +1 your level, 3 First Tier Henchmen at -1 your level

Levels 24 thru 25: 2 Second Tier Henchmen at +0 your level, 3 First Tier Henchmen at -1 your level

Levels 26 thru 50: 1 Third Tier Henchman at +1 your level, 2 Second Tier Henchmen at +0 your level, 3 First Tier Henchmen at -1 your level


 

Posted

I hate you.
I just spent 2 hours at work printing it out and going through it. Damn you and your obsession. Damn me and my addiction. Now get cracking on Version 4.0.


 

Posted

i absolutely love this guide =D
awsome work!


 

Posted

This is still the best guide out there for MM's by and far. Most are so out dated. This one is still out dated but everything seems very relevant still.