Upgrade Ideas for this Archetype....Sweet


07_CK_09

 

Posted

Gun used by MM/Mercenary type
Looks like a Piece of Plastic that had a black pen spill over it, the MM can use a grenade launcher and it has no launcher attached to it at all So please change the appearence of the gun that the MM carries to a whole new type of Gun more like the Corrupter's (appearence only)

Ability's
1.Force Field, These are generally just Force Fields, so how come a repel power is shot at an enemy at long range!? Please make it so its a sheild and all enemys that come close are repelled violently, thank you.
2.The MM with Mercenary is slightly underpowered compared to the other 3 Power Types (Zombies, Robots and Ninja's) as they have close range specialties and are stronger. So can you give the MM the Flamethrower and Full Auto Ability's (will have to remove 2 other Power's ) but they dont have to be as strong as the Corrupter or else they become overpowered.

Thank you for Listening.....


 

Posted

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1.Force Field, These are generally just Force Fields, so how come a repel power is shot at an enemy at long range!? Please make it so its a sheild and all enemys that come close are repelled violently, thank you.


[/ QUOTE ]You mean, like, the 7th and 9th powers in the set?


 

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2.The MM with Mercenary is slightly underpowered compared to the other 3 Power Types (Zombies, Robots and Ninja's) as they have close range specialties and are stronger. So can you give the MM the Flamethrower and Full Auto Ability's (will have to remove 2 other Power's ) but they dont have to be as strong as the Corrupter or else they become overpowered.


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Bots dont have any strong melee attack. They have one melee attack that does less damage than their ranged ones and it takes a while to recharge. The assult bot does have a flamethower but it is annoying when it uses it as any other attack will most likely do more damage.

The Mercs powerset will never get full auto as it would be too unbalancing when compared to the other builds as the pattern has been set so to pick it up at lvl 8 would not be at all balanced. Flamethrower might be a posibility but that would be a lvl 8 power insetead of M30 however it would be unlikely to happen. The only way these sort of attacks would be possible to get for a MM is if they are part of the patron pool powers.


 

Posted

And...

If you give the damage to the MM he'll just get all the agro and die. Much better letting the pets take the agro, they don't get debt when they die.


 

Posted

also, the commando has the flamethrower and full auto abilities, and the soldiers have full auto if you give them the level 32 upgrade. So that'll be 3 henchmen with full auto AND the mastermind?? Overpowered?

Another well-researched thread, thanks.


 

Posted

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Gun used by MM/Mercenary type
Looks like a Piece of Plastic that had a black pen spill over it, the MM can use a grenade launcher and it has no launcher attached to it at all So please change the appearence of the gun that the MM carries to a whole new type of Gun more like the Corrupter's (appearence only)


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I really like the look of the MM mercs gun. I much prefer it to the blasters gun (I'm assuming the corrupters one is the same), in fact when I first got this game one of the first characters I made was an AR blaster who I deleted before I even made it out of outbreak because I dislike the look of that gun that much.


 

Posted

The only upgrades i can think of for this AT would be :

1. Better henchie AI ( i'm sadistic and want to see my pets take damage from caltrops or flame patches - make them stop scattering around like lunatics ).
2. An inherent mez resistance power ? - maybe just against psionics ( we should have an extraordinary large brain considering our AT :P ) - because if you get held, or asleep you can't control your pets so you are a total joke ( others might say they are defenseless too when held, but we MMs have the lowest hitpoints so we die way quicker than any other held AT ).


 

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2. An inherent mez resistance power ? - maybe just against psionics ( we should have an extraordinary large brain considering our AT :P ) - because if you get held, or asleep you can't control your pets so you are a total joke ( others might say they are defenseless too when held, but we MMs have the lowest hitpoints so we die way quicker than any other held AT ).

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Bah, if you're in danger of being mezzed I normally switch my henchies to Aggressive so even if I get hit, my henchmen fight on!

Also, I like letting my bots get mezzed - Dispersion stops the holds and immobs, and they're naturally resistant to Sleep


 

Posted

Although traps does have it's problems, the force field generator is an amazing power - I only get held if I have left my generator behind and as soon as it catches up to me, the hold is cancelled

The only problem then is having to re-toggle leadership and stealth. Gotta love non-toggle based mez protection


 

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2. An inherent mez resistance power ? - maybe just against psionics ( we should have an extraordinary large brain considering our AT :P ) - because if you get held, or asleep you can't control your pets so you are a total joke ( others might say they are defenseless too when held, but we MMs have the lowest hitpoints so we die way quicker than any other held AT ).

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Can you not issue commands to your pets when Held? I've been able to control pets with my Mastermind while Held/Feared/Mezzed, using both the preset hotkeys and my keybinds, I just can't use any powers (same as other ATs).

I don't think the game counts pet commands as a power - in the same way that you can still talk to your team while Mezzed/Held/Feared, you can still "talk" to your pets too.


 

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The only upgrades i can think of for this AT would be :

1. Better henchie AI ( i'm sadistic and want to see my pets take damage from caltrops or flame patches - make them stop scattering around like lunatics ).

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You can happily have my pet Ai they just love to sit in the flame patches from longbow flamers and melt.

Really gets annoying especially when I am trying to watch TV and play the the same time.


 

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Can you not issue commands to your pets when Held? I've been able to control pets with my Mastermind while Held/Feared/Mezzed, using both the preset hotkeys and my keybinds, I just can't use any powers (same as other ATs).

I don't think the game counts pet commands as a power - in the same way that you can still talk to your team while Mezzed/Held/Feared, you can still "talk" to your pets too.


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I'm sure of it ( at least in pvp ), when you get held you cannot order your pets, though they retain the
stance/command you gave prior of the hold.



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You can happily have my pet Ai they just love to sit in the flame patches from longbow flamers and melt.

Really gets annoying especially when I am trying to watch TV and play the the same time.

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Mine also sit in caltrops/fire patches but only if they are set on passive stance, if i try to make them attack they scatter around doing nothing - i have ninjas so i always force them into melee. My Oni ( when using ranged attacks ) will stay in caltrops and attack, but when he tries to go for fiery katana he'll start running around like a brainless demon that he is

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Bah, if you're in danger of being mezzed I normally switch my henchies to Aggressive so even if I get hit, my henchmen fight on!

Also, I like letting my bots get mezzed - Dispersion stops the holds and immobs, and they're naturally resistant to Sleep


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Well in PvE i've yet to have any problems with holds/sleep, but i'm more interested in PvP

Sure some will say blasters don't get mez protection, but the fact is we MMs don't have a great damage burst to take out the enemy that is mezing before he lands a hit