Mastermind Origins: Robotics


07_CK_09

 

Posted

So I was playing my high lvl Mastermind when it suddenly hit me... Masterminds do actually lack their own attack powers, they can be difficult to manage (sometimes boring) and they also lack those important self buffing powers that all other AT's possess, not to mention MM's have the lowest HP in the whole game of all the AT's...

I also learned that theirs a power in the game that if you are a certain origin (Tech) then the power will do extra damage...

So I came up with this idea to help with the MM weakness' that are way to mediocre and unfair for the AT. Some pets of the MM powers such as Robotics, Mercs, Necromancy have the abilties to heal themselves or sometimes others. My idea is that these pet powers if you are a certain origin (Tech with Robotics etc) then those healing powers will also effect you when they are activated.

Such as Robotics with the "heal other" power that the Protecter robot henchman have. If your villain's origin was technology then wouldn't the villain being a mastermind have been smart enouth to allow the robots to heal him/her as well? Especially since he/she uses advanced unknown technology? Wouldn't the robots being so advanced also be capable of healing the Mastermind with that robotic (ally only) healing power?

This made so much sense to me that I started wondering why it was not in-game especially with all the weaknesses MM's have.

0_o


 

Posted

...

Are you actually calling MM's weak, and in need of a buff?

Oh wow.


 

Posted

This thread gave a nice laugh to start my morning with. Thanks, OP.


 

Posted

Actually there are several temporary powers that do more damage if you are a certain origin. For example the Black Wand does extra damage if you are magic origin, and the Stolen SMG does extra damage if you are natural origin.

And if you lack self healing powers, you choose the wrong secondary for your play style (/pain does that bit rather well). As for MMs being weak... not in bodyguard mode. 6 pets is equal to 75% resist to all damage types.


 

Posted

[ QUOTE ]
6 pets is equal to 75% resist to all damage types.

[/ QUOTE ]100 - (100 / 7) = 85.7, not 75


 

Posted

[ QUOTE ]
[ QUOTE ]
6 pets is equal to 75% resist to all damage types.

[/ QUOTE ]100 - (100 / 7) = 85.7, not 75

[/ QUOTE ]

The Bodyguard formula gives the MM 2 shares and the pets 1 share each.

6 pets means that said pets take 6/8ths of the damage, 1/8th each and the MM 2/8ths, so in percentages the pets take 12.5% each, and the MM 25%.

So the original quote was correct. Effectively 25% resist to all damage types, but it's ablative resistance, if you don't have any way to heal the pets.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

Yeah MMs need a buff seriously... OH SHI- double AV ambush I'll be right back shouldn't take me long.


 

Posted

Guys guys, he is talking about mercs.

Mercs are stupid, weak and lousy. They need buff


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Posted

More stealth for mercs please.


 

Posted

[ QUOTE ]
Guys guys, he is talking about mercs.

Mercs are stupid, weak and lousy. They need buff

[/ QUOTE ]

He must have a really poor secondary if he is. Sure Mercs are the weakest MM, but still rank fairly high in the overall scheme of things.

That said I kept wanting Ninja to work with DM, and it never did for me, maybe he just got a bad combo............ wait, Bots and??! Cant think of an especially weak combo.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

[ QUOTE ]
Masterminds do actually lack their own attack powers, they can be difficult to manage (sometimes boring) and they also lack those important self buffing powers that all other AT's possess

[/ QUOTE ]

W.. Huh.. Huh?


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