Quick guide to Barracuda SF temp powers
Setting up a tab with only the NPC chat is a good idea, as apparently a lot of people are not seeing the instructions.
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Mastermind power: This is a click power, and is currently bugged. Its intended function is to strip Reichsman of his invincibility ability. Currently, it appears to do absolutely nothing. : (
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Reports are mixed, but part of the problem may be that the Mastermind power may be a melee-range PBAoE. Try standing right next to Reichsman to trigger it.
You also might want to clarify your initial "No reason not to use them" for the Stalkers right up front; technically the stealth can be recharged, but you only have 4 smartbombs. A fair number of reports mention that they used them up immediately or early on and didn't get much advantage. Additionally, team coordination is helpful; if a stalker fires a charge off shortly before or after the team uses the corr + dom combo, it's going to be largely or completely wasted.
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This is very helpful, I just think it should be made more obvious in the game somehow.
I agree that the MM power is the most important one for the fight.
Agua Man lvl 48 Water/Electric Blaster

"To die hating NCSoft for shutting down City of Heroes, that was Freedom."

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Reports are mixed, but part of the problem may be that the Mastermind power may be a melee-range PBAoE. Try standing right next to Reichsman to trigger it.
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No, it's not. It really is honestly just broken. Also, the current version is supposed to prevent Reichsman from activating his Unbreakable power, not strip him of it.
The person who reported it "worked in melee range" had two MMs on the team and "had it remove the Unaffected status after a dealy of a few seconds when the second MM used it in melee range". In other words, they used it close to the end of Unbreakable's short duration.
I'd like to note that I just cleared this SF, and we didn't see Reich use his Phasing power once. Every time I could, I used the MM power from about...20 feet away I'd suppose? We weren't exactly dealing quick damage either, and it still kept him from using his invincibility. I think it's exactly what the game says, it PREVENTS him from using it, not stopping it when it is already in effect.
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I'd like to note that I just cleared this SF, and we didn't see Reich use his Phasing power once. Every time I could, I used the MM power from about...20 feet away I'd suppose? We weren't exactly dealing quick damage either, and it still kept him from using his invincibility. I think it's exactly what the game says, it PREVENTS him from using it, not stopping it when it is already in effect.
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Pretty sure when this thread was posted it wasn't doing either - not breaking, preventing, or anything else. But it's since been fixed (or was last time I ran it) and now, yeah, it prevents him from activating his unbreakable (but doesn't cancel it if you wait until after he activates it).
Maybe it's because I'm on freedom, but most of the people I talked to have no idea how to use the temp powers in the final mission of the Barracuda SF. Most don't even know what they do. I'm just posting this so I can link people to it when they ask about what the powers do.
First off, to get the temp powers, you need to jump into the large machine into which you've been leading the AVs. You need to do this after you've defeated all four of them: Black Scorpion, Ghost Widow, Scirocco, and Captain Mako.
The powers will stay with you for about 5 minutes. You can refresh them when they wear off by jumping back into the machine.
Most of the powers are auto and shared between ATs, but each AT also has a power unique to them; these help out with the ambushes and completing the SF without dying horribly. The click powers, when used, will take a while to recharge, but do not have limited uses, so there isn't really a reason NOT to use them.
***If the power is a click power, YOU MUST DRAG IT TO YOUR TRAY FIRST IN ORDER TO USE IT, AND MUST DO SO AGAIN WHEN YOU REFRESH THE POWER***
I'm going to list the powers by AT and explain their functions.
Mastermind power: This is a click power, and is currently bugged. Its intended function is to strip Reichsman of his invincibility ability. Currently, it appears to do absolutely nothing. : ( Whenever it does get fixed it will be the most important power, since Reichsman's invincibility is definitely the hardest part of the SF.
Dominator power: This is an auto hit 80 foot radius PBAOE hold. It has no target cap, and will probably hold every member of the 5th column that is in the room with Reichsman. It lasted for about 12 seconds on villainous difficulty.
Corruptor power: This is a PBAOE power that summons three of Scirocco's dust devils. If a tornado hits a held enemy, the enemy will instantly die. Before using it, make sure you are in the middle of a large number of held enemies, since the dust devils don't move very much or very quickly. It is, obviously, very useful when combined with the dominator power in order to quickly kill ambushes.
Stalker power: The stalker power will give the stalker an enormous stealth radius. The practical effect is that the stalker can now go through the laser doors in the back of the room without dying. There are failsafe devices behind the laser doors. Activating one will kill any 5th column currently attacking your group. However, each failsafe device will stop working after being used once, so it's best to ration them.
Brute/Soldier of Arachnos power: A click PBAOE endurance drain resistance power. Basically, the power makes it much easier to stand in melee with Reichsman. Without it you have to deal with constant end drain.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)