Leadership for MMs: Slotting


Jackal_Ripper

 

Posted

Have heard various sides of the arguments for and against having the Leadership Pool (Manouevers in particular) for MMs, so for those of you that use it, how do you slot it?

*edit*
My MM is bots / dark, so I was also wondering with the Bubbles from the Protectors, Shadow Fall, and Manouevers if it's possible to get anywhere near the def cap?


@SteelRat; @SteelRat2
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Posted

I rank The Leadership powers pretty highly for MMs. Perception is practically required in CoV due to all the mobs that self-stealth or debuff perception, and Assault stacks beautifully with Supremacy.

Manuevers is a very small buff by itself, but since you can also get the +5% Defence aura IO, your pets (Ninjas and Bots in Particular) become noticably more survivable. Particularly if you're /Traps, /Dark or /FF.

On my Bot/Dark I have got Assault and Tactics, both with two Endred SOs. On my Bot/Traps, I have Assault (two level 50 Endred Common IOs), Tactics (two Cyto HOs and a level 50 Common ToHit IO) and Manuevers (level 50 LOTG +Rech, Cyto HO, level 40 GOTA Endred/Def, level 40 GOTA Endred/Rech/Def).

[ QUOTE ]
My MM is bots / dark, so I was also wondering with the Bubbles from the Protectors, Shadow Fall, and Manouevers if it's possible to get anywhere near the def cap?

[/ QUOTE ]

Nope, but you should be able to get fairly close to "only being hit 5% of the time" through a combination of Dark's -tohit debuffs and +defense from those listed powers. And you'll get even higher with set bonuses.


 

Posted

As Maelwys said, leadership pool powers especially assualt and tactics stack a treat with MM's inherent,

Inherent is 25% dmg, 10% tohit buff with pets in range

Assualt and tactics make this 36.3% dmg, 22% tohit buff with tactics 3 slotted


 

Posted

Hmm interesting stuff gents, thanks for that; I'll definitely have to do some playing on the test server to see what works best.

My only other question is one of end usage. I did have manouevers early on, (although admittedly this was pre i9 - he's been a bit of a long term WIP ) and the only thing I really noticed when I removed it was I tended to run out of end an awful lot less. No real loss in pet survivability, certainly no problem with stealthed foes; even if I couldn't see them, the bots would pound away anyway (although obviously it's tactics that'd help me here).

I am quite an active villain in terms of the dark secondary. I'll usually open up with a tar patch and fearsome stare, stick darkest night on tougher foes and stop the odd runners with a petrifying gaze or soul storm or two. All the while spamming Twiglet Grasp in the really tough fights and generally I'm OK against all but the toughest foes (EBs and the like). With those three extra toggles running (total of 5 with SF and the GW patron shield.. 6 with Darkest Night), aren't I going to be gasping for breath pretty quick? I take the point that by definition with the extra acc, dmg and def, the fights should be over quicker anyway, but still!


@SteelRat; @SteelRat2
"Angelina my love, I'm a genius!"
"Of course you are darling, that's why I married you. Physically, you're rather unattractive"
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