Leadership powers


Demosthenes_II

 

Posted

I just want to make sure that Ledership buffs taken by MM's apply to the pets too right? I am putting together an 8 man MM team so I figured if we all took these we would be even more invincible.

And out of manuevers, assault & tactics which ones give the biggest return for a team like this?


 

Posted

if you take and use the leadership toggles, the pets benefit. as does anyone in range of you in your team.

however i'm of a mind that not many secondaries have room for those toggles. taking those toggles with an active secondary means you will need stamina. the less active secondaries usually slot out for global recharge come 50 and end up needing stamina.

personally i think only forcefield has room for leadership toggles beyond just manuevers for added defense. there are a lot of skippable powers in that set. most of our secondaries have one or maybe 2 truely skippable powers. i never consider someone's 'concept' a valid reason for skipping a primary or secondary power though so your mileage may vary.


 

Posted

Yes leadership applies to pets as well. As far as biggest return, it depends on your primary/secondary powers Maneuvers is great stacked with other defense powers, but you get more then a couple of FF or trap mm's and you won't notice the difference. It really is the most shippable of the first 3 leadership powers.

Assault and tactics stack really well. Unless you have a someone capping your damage 8 assaults is a nice damage boost. The same with tohit, I really can't have enough, especially when an AV pops their god mode.


Dirges

 

Posted

MMs have the lowest bonuses. So as a general rule of thumb I only take it when I have something to stack it with. Like leadership bonuses off thugs, /FF, /Traps, etc.


 

Posted

[ QUOTE ]
It really is the most shippable of the first 3 leadership powers.


[/ QUOTE ]

Definitely a shippable power... On a serious note, you will a lot moar bang for your buck out of assault especially and tactics to a point. If you have two or three people with tactics there is no reason to slot for accuracy in your minions.


 

Posted

[ QUOTE ]
[ QUOTE ]
It really is the most shippable of the first 3 leadership powers.


[/ QUOTE ]

Definitely a shippable power... On a serious note, you will a lot moar bang for your buck out of assault especially and tactics to a point. If you have two or three people with tactics there is no reason to slot for accuracy in your minions.

[/ QUOTE ]

Except in the cases you know where you solo and having acc in pets would be helpful. You're stronger on a team if you're built for soloing. I'm not saying don't take leadership, yes stacked in teams leadership rocks.

Just don't expect everyone else to have tactics to make up for your pets lack of accuracy.


 

Posted

Right on. Thanks


 

Posted

Leadership helps, true. But honestly I didn't notice much difference with Poison Bloom between with and without. Now, my thug/ta should end up with tactics in at least one build. Not sure when I'll squeeze it in though. Between stamina (TA is very active) and a travel power, I didn't get super jump finally till level 30.


"The danger is not that a particular class is unfit to govern. Every class is unfit to govern." Lord Acton

Madam Enigma's History

 

Posted

Generally my thoughts on taking leadership for my masterminds is based on what I want out of it. For secondaries that are defense-based (FF, Traps, and to a lesser extent Dark, due to the combination of def and to-hit debuffing), I almost always pick up at least Maneuvers. Assault and Tactics can be useful, and if I have a free power slot, I'll generally toss at least one of them in. Especially Tactics if I can, for the +perception. Fighting blind-happy Arachnos is no fun without it.

It all comes down to whether or not you feel that you can afford the slots and the power picks.

You won't see a big improvement in damage with Assault, but it does help. If you have Tactics, you can skimp on accuracy for your minions (allowing you to bump up their secondary effects, or add procs), etc.


The Mastermind Project
Leveling every primary/secondary to 50!
50: Bot/FF, Bot/Dark, Ninja/Trap, Merc/Pain, Necro/Dark, Thug/Dark
Works in Progress: Thug/TA, Merc/Poison, Thug/Pain, Ninja/Pain, Thug/Storm

 

Posted

It's been said already, but MM's can often find better power selections than Leadership abilities, and the MM Leadership bonuses tend to be small.

What hasn't been brought up so much is that, if you're planning on 8 MM (or whatever) teams, then Leadership is up to 8 times more useful. So-so times 8 is often quite impressive. That's not a matter of what every one gets, either - it's simply a matter of how much buffing you're providing.

I'm envious if you can actually pull off the organization and cooperation to get seven other people regularly on, all playing masterminds, and playing together. It's not something I'd expect to happen successfully in my gaming life at least.