MM Questions
Take all henchmen and upgrades as soon as you can, everthing else is extras.
Slot henchmen with 2/3 acc and 3 damage. Protector bots can have different slotting - I've gone for 2acc 2dam 2disorient, but that's only useful when you get to 32.
The fist upgrade power is good right out of the bag - put a recharge or end reducer in it.
The 32 upgrade has a long recharge, so 3 recharge reducers should be in it.
IN MEMORIUM OF GAYBABY
CRUELY TAKEN FROM THIS WORLD WHILE SO YOUNG
Ello there.
I have Robots/Traps too, and would suggest you take from Traps set:
- Web Grenade (auto)
- Acid Mortar
- FF Generator
- Poison Trap
- Trip Mine
- Detonator
From Bots:
- Battle Drones
- PR Blast
- Equip
- Photon Grenade
- Protector Bots
- Repair
- Assault Bot
- Upgrade
SUGGESTED Pool Powers:
- Assault
- Tactics
- Stealth
- Travel Pool (suggest Fly or TP)
Triage Beacon really not up to much even with SOs, but most of the other Traps powers are fantastic. Caltrops you can take or leave.
Is it time for the dance of joy yet?
Thank you both, those were very helpful.
Started my MM couple of days ago. And the first thing that started to puzzle me was which minions to choose. I decided to take robotics, and for my second powerpool i took traps.
Now i am trying to decide which powers to choose, and how should i slot them. So, if you have any good advice, please share them with me.