Aggggh! ARSONIST!
Maybe set up the attack macro so that everyone but the Arsonist goes in first, and then have a separate one for him to go in shortly after once the other minions have gotten most of the attention?
A little troublesome, but it might help.
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Make sure the arsonist is in defensive mode most of the time. If it's any consolation, his AI seems to improve when you get the bruiser. Levels 19-23 are the 'trying' times for masterminds. The second enforcer improves your defense greatly at level 24. One last thing, for the bruiser and arsonist, I wrote a macro specifically to set them on follow/passive to reel them in before they go 'rogue' and aggro too much.
Good luck!
Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
Name his Red Ranger and leave it at that. The Arsonist is just suicidal is all. If you wanna counter-act this always jump into melee with an aggressive trapper mindset.
Yes, for some reason The Arsonist is just very suicidal, I recommend what Psy said about the macro, that should help a bunch.
As others have said, make a macro just for him. My "home row" has 4 specific commands for thug set. All attack, All follow deff, "Arsonist" Follow Def and All Stay at 7, 8, 9 and 0. I hit 7 to send em all in, and wait for him to toss the Molotav, then hit 9. Lather rinse repeat. also my thugmasters tend to have heal.
I also have a "Bruiser" goto macro for when he arrives, cuz he likes NOTING better than to stand at range and tear up chunks of ground to toss at mobs.
this is why i'm making a thugs/thermal when issue 16 hits.
"AHHHHHHH" will say my little flaming man, spewing fire all over the room, and i will try to heal him with, yes, fire. And when he dies, i will call another little flaming man, and 'round we go again.
i'll probably make a macro just to heal him.
50s:
Grimmloch, Tactically Delicious, Ugly Frankie, Operative Tracker, CryoFurnace, Professional Help, Silver Sphinx, Aries Knight, Tachyon Aegis, Jade Sphinx
Currently building:
Any one of half a dozen alts!
My Arsonist is named "Kenny".
Take a guess why.
Anywho.
I have binds to heal each Thug. Kenny gets more than any of the others. It does count towards healing badges, if one is really hurting for a pro to this con.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
My Arsonist was named "Crazy Harry".
Yes I names my thugs after Muppets, just because Crazy Harry kept blowing himself up... and no, I'm not /traps.
Generally on teams, I just leave him dead, Sure he does tons of damage, but he dies faster than a lvl 1 clockwork fighting Statesman.
When Soloing, I use all my defense insp on him and hope for the best.
The solution I've settled on for my Thugs/Dark is basically to engage at close range, so that at least I'm hitting all my pets with Twilight Grasp. Dumb pets is probably the main reason why I will never really love Masterminds.
@SPTrashcan
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Why MA ratings should be changed from stars to "like" or "dislike"
A better algorithm for ordering MA arcs
The problem is really his power selection. He starts with Molotov Cocktail and Brawl. He gets two more ranged attacks with the upgrades but if nothing else is ready, he will punch something. And he will die. I'd guess that he'd have *tons* more survivability if they stripped out Brawl for a basic, single shot pistol attack. But that's pretty unlikely. If it *does* ever happen, I'd hope that the basic Merc pets get the same treatment, especially the Medic. (Although for the Medic, for a very short period the Devs *did* simply remove Brawl, which apparently did wonderful things for the lifespan of the average Medic. Then they gave it back. *le sigh*)
Already made it to 50 on iMaid, so I'm jumping on the merry-go-round again this time with a Thugs/Traps named Mod Broad. Two sets I have yet to try.
It's been a lovely ride so far. Traps is a lot less aggravating than I thought it would be for some reason. (Then again, Acid Mortar makes everything better).
Got to 18. Yay Gang War!
And also...the arsonist.
WTH. I had heard about this guy, but I had not *known*.
Nice damage, but.....Is he *supposed* to be this charge-into-melee aggro happy? Or is this a bug? He's NOT a brute!
He's embarrassing the heck out of me farming my Marshall Brass Shivan mission - and I'm on the map by MYSELF.
*goes off to rezsummon the idiot, AGAIN*
Any advice for handling this guy, besides 'don't bother getting too protective?'
Currently playing:
The Domestic: Broom/WP
Shadowhex: Dark Control/Dark Affinity
Defenestration Lass: Grav/Kin
"See, this is what happens when you have to shove all this stuff into your pockets: it's easy to misplace a suborbital warhead." -Arcanaville, on how crowded our power trays are getting lately