Handling agro caused by anchor powers
Let your henchmen open on the attack, let them build up a good amount of hate before hitting a target with the anchor.
Make sure your henches have shot at least once at (and hit) every target in a spawn.
Untoggle the anchor if the mob runs away - you do not want them to drag back the rest of the map.
Use line of sight - hide behind objects so they can't attack.
Use soft control powers - Tar Pit, and anything with knockback, slows, etc. can give you crucial time for your henchmen to attack and kill before you yourself can be attacked.
Well today I ran into a problem with my masterminds dark power Darknest night. I was in a team fighting enemies somewhat stronger than what I would normally challenge (they where +3 ) and was faceplanting a lot more than normal, mostly because the villains choose me as targets when I activated the power.
We had a brute that was able to get a great deal of the agro but sometimes the whole enemy group would turn on me instead.
So I would like to hear if anyone out there have some advice on this, or should I just keep the hell away from +3 enemies.
And I am not asking about lackeying there was no one in team high enough level to lackey me.
Almost forgot, what I am asking is other masterminds experience with fightning groups of strong enemies, and CoV ATs experience with anchor powers (Mostly masterminds and corruptors).