Details of "Bodyguard" Released
True, but it has its applications, I think - with the right macros, you could flip almost instantly between Bodyguard mode and "All attack my target" - although ranged-based mobs will probably find this more useful than combat pets.
Isn't the defensive setting return fire when fired upon? So technically, in PvE, I could aggro an enemy with an attack order, then immediately set my henchmen to bodyguard mode and be "perfectly safe"?
But in PvP I get 2 choices if I run into an enemy:
1. I let my bots attack him, while my enemy ignores my bots and attacks me. Due to the lack of bodyguard I die quickly.
2. I set my bots to bodyguard, but since my enemy ignores them, my bots ignore him too. I now die slowly because of bodyguard, but my bots just watch it happen?
Or am I being pessimistic? :P
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2. I set my bots to bodyguard, but since my enemy ignores them, my bots ignore him too. I now die slowly because of bodyguard, but my bots just watch it happen?
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Nope, since they're in defensive they will retaliate against your attacker. Where it'll fall down is in fights with multiple foes when you need to split your fire.
Still, it's something we didn't have before so it's a definite improvement!
Going to have to rewrite my Guide for the Modern Mastermind with this sort of change in!
I'd much rather have had hench-taunt, auto-upgrade, or just about any of the suggested features.
I suppose this could be OK if their stance didn't matter, but having to be set to defencive? No, just...no.
Still, with 6 pets out, you take only 1/4th of the damage...that's pretty good armor. But the defensive setting will take some getting used to...
Didnt know defense lets pets attack your attacker as well MZ, but I guess it makes sense
With a single ranged attack for your MM, you could quite easily take an alpha strike (with a lil fancy hench healing immediately after).
I can certainly see potential here...
The pets only take 1/8th of the damage tho, half you take. Not sure what kind of numbers that would give, but I think they'll be in decent condition afterwards. Ofcourse being an FF MM, my bots are simply better defended then I am. So sending them to take the alpha may actually mean they take LESS damage then when I take it.
From Castle:
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It takes the entire block of damage and apportions it by the ratios described. For the Mastermind, he then gets his Resistances applied, while the pets get no resistance to the shared damage.
In the case of unresistable damage, therefore, all damage is apportioned, then resists apply normally -- the unresisted portion is still unresisted, but it is reduced by the Bodyguard.
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Sounds like an appropriate PvP change since I can imagine that being the most obvious situation where an MM would be unable to stop the damage being directed at him instead of his pets.
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2. I set my bots to bodyguard, but since my enemy ignores them, my bots ignore him too. I now die slowly because of bodyguard, but my bots just watch it happen?
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If they're set to defend shouldn't they attack the target attacking you?
OK off the top of my head I see this will make /dark even more useful than before, as this spreads damage among everyone...then /darks' heal can heal everyone...
However as posted already, it favours mercs/robots more as the melee pets need a bit more management with GoTo and attack to get them doing what you want.
With careful macroing it will certainly help survivability, but it looks like /dark for the win!
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With careful macroing it will certainly help survivability, but it looks like /dark for the win!
[/ QUOTE ]Well, it's always been the best secondary anyways
My MM rarely is targeted in PvE, I guess what the detractors of this improvement naysay i the fact they won't be able to ge in Bodyguard mode 24/7.
Then again I've played with MMs who kept on dying, I really don't know how they manage to get so much agro, perhaps because they were Traps.
Anyway, I feel this isn't a 24/7 thing but the equivalent of PFF : brown stuff hits the rotating air circulatory device, hit Bodyguard which grants a respite, flee/heal, break Bodyguard and target offender.
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Your Henchmen must be within Supremacy range for this function to work.
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So am I right in assuming this won't work when PFF is up? This would be insanely overpowered otherwise.
supremacy doesnt work when PFF is up, so yeah, it wont
Ah finally I can stop my MM being one/two-shotted in pvp. Hurrah!
Finally I can consider fighting on ground-level with all my henchies around me.
Hmm... y'know, this change just helps to highlight the NEED for some kind of command to get your hencies to STICK CLOSE. I mean, even if you're just running along at ordinary speed, with no special speed enhancements, the Henchmen doesn't start following you 'till they're outside of Supremacy range, and hence Bodyguard range - which means that you can still get one-shotted 'on the move'.
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supremacy doesnt work when PFF is up, so yeah, it wont
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You say that, but the info says that they must be in Supremacy range not that Supremacy must be active. I reckon we may just have to wait and see how it works once Issue Seven is on Test.
I suspect you may be right, but then the changes to Mastermind PFF doesn't really make sense.
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Hmm... y'know, this change just helps to highlight the NEED for some kind of command to get your hencies to STICK CLOSE. I mean, even if you're just running along at ordinary speed, with no special speed enhancements, the Henchmen doesn't start following you 'till they're outside of Supremacy range, and hence Bodyguard range - which means that you can still get one-shotted 'on the move'.
[/ QUOTE ]Target your pet, set yourself on follow, and use GoTo to tell the pets where to go
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Target your pet, set yourself on follow, and use GoTo to tell the pets where to go
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But then the henchmen are in Goto and not Follow. So then Bodyguard is disabled.
In essence this is a toggle power - if you know you're about to get into trouble, you can toggle on one or more bodyguards.
I think I'm really going to see how this plays in practice, as on paper it looks like it could go either way - ridiculously overpowered (MM's take next to no damage), or useless to the point of not mattering (MM's not being able to afford to leave henches in Def/Fol to direct a fight).
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But then the henchmen are in Goto and not Follow. So then Bodyguard is disabled.
[/ QUOTE ]True, but it allows you to move with henches in range, and as soon as you see an attack symbol in your status bar you can press a bind to set them on follow again.
That, or just get team TP.
This could be very powerful, for a MM who is good with thier binds.
It also give the MM a tank-mage option by taking and slotting attacks and offensive secondary powers. 6 bodyguards is roughly equivelent to 71% resistance to all.
I really should do something about this signature.
Just a quick question as I'm not positive on the answer.
If Beethoven, Bach and Brahms are around me on Bodyguard, and Mr. Blaster A+BU+Snipes Beethoven; is it
A) Beethoven dies
B) We all take a share of damage (30% unresistable)
C) All the ninja's take a share (30% unresistable)
D) Beethoven and myself take a share (30% unresistable)
E) Beethoven takes 30% unresistable and a share, rest take a share.
F) Beethoven takes 30% and me and him take a share.
G) Beethoven takes 30% and the ninja's take a share.
?
And what about if the snipe is aimed at me?
A) Beethoven dies
Its only your dmg ->> pets
A snipe vs you, will hit 2 parts you and rest on your pets.
So, asume all 6 are out and sniper hits you 800 dmg, will make 200 damage for u and 100 damage for each of the pets.
%wise incomming damage only on the MM itself:
6 pets out = 25% damage (2/8 damage)
4 pets out = 33,33% damage (2/6 damage)
2 pets out = 50% damage (2/4 damage)
Unfortunatly, stalkers AS has unrestable damage..
So outside the armor, you can have 75% 'resist' all elements. Even clockwork king would hit you pants.
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
Sign the petition, dont let CoH go down! SIGN!
Blaster damage also has unresistable damage though.
If that's snipes worth 500 damage, that means with 3 men out I still take (30%(150)+(2x(350/5))= 290 damage, with the others taking 70 each.
So we're looking roughly at
Damage resistance = 33% from 1 pet, 50% from 2, 60% from 3 and so on, halfing the increase every time.
Versus unresistable damage (30%)
1 pet = 23%, 2 pets=35%, and so on.
But that's against all damage, possibly even Hami's.
From Positron...
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Setting to Bodyguard
You can set any Mastermind Henchman to Bodyguard by selecting the Defensive Stance and the Follow Order. Your Henchmen must be within Supremacy range for this function to work.
Bodyguard Mode
When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from. Each Henchman takes one Share of the damage, and the Mastermind himself takes 2 Shares. This is in addition to any damage that the Henchmen themselves might incur from Area attacks.
Example: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).
Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.
What Does This Mean?
Bodyguard will work as long as a Henchman is in Defensive Follow. This means that they will follow you around and attack back when you or they are attacked. Issuing an order of Attack my target will take them out of bodyguard mode, as will issuing any other stance or order. You can set as many of your Henchmen to bodyguard that you want. As long as the Henchman is in Defensive Follow and within Supremacy range, he is in Bodyguard mode. Being stunned will not turn off bodyguard mode.
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Not sure what I think about this yet... in PvP for instance, you'd need to attack as well as having the defensive boost. This setup just doesn't allow for it.