No Munitions Mastery?


Berzerker_NA

 

Posted

I posted this in another thread...

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What are the chances of getting Munitions Mastery in the somewhat-near future?

I was excited for it when I saw "Blasters get Mastermind Patron Powers, and vice versa" in the patch notes (http://www.cityofheroes.com/news/pat...patch_not.html).

And my excitement continued when I saw Munitions Mastery listed on the Mastermind wiki page (http://wiki.cohtitan.com/wiki/Mastermind).

But the list above [the list was in that aforementioned thread] seems to mirror what I'm also reading on the Epic Powerset Proliferation page on the wiki (http://wiki.cohtitan.com/wiki/Epic_P..._Proliferation).

So, I'm a little confused but I suppose there isn't Munitions Mastery... yet.
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Don't yell at me for double-posting please. I'm just wondering and wanted to post the question (and didn't really need to hijack that other thread anyway). I mean, MMs have three primaries that are pistol/rifle based so pulling out a big gun to shoot freeze rays and missiles shouldn't seem all that weird. Right?


 

Posted

oh God, I know. we get the boring elemental stuff, munitions mastery is the only one I was interested in and I don't get it. it goes so perfectly with mercs its just meant to be. its what mm's should of had from the very start. and we don't get it. so very lame man.


 

Posted

I wanted to join my Assault bot in the rocket-firing fun....


 

Posted

I too, was looking froward to MM for MM.

I believe the reason it was left out has to do with Weapon customization. Characters can only have 2 custom weapons. Because Mastermind can take a bow with any primary, that's already the two weapon limit. This caused issues when player wanted the Mace in Mastery customizable too. I think Munitions was left out to avoid the inevitable customization problem that would arise.


The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU

 

Posted

Quote:
Originally Posted by Derangedpolygot View Post
I too, was looking froward to MM for MM.

I believe the reason it was left out has to do with Weapon customization. Characters can only have 2 custom weapons. Because Mastermind can take a bow with any primary, that's already the two weapon limit. This caused issues when player wanted the Mace in Mastery customizable too. I think Munitions was left out to avoid the inevitable customization problem that would arise.
While I lament the fact that we don't have it, this makes complete and perfect sense if it is true.

Totally lame, yes, but I can understand why it was left out.


 

Posted

That can't be it. Mace Mastery anyone? It may have caused problems, but it is still doable isn't it?

Or what about weapon/shield/mace?

I guess I just don't see it being a huge issue if they already did it once.


 

Posted

Quote:
Originally Posted by InsipidClownfish View Post
Or what about weapon/shield/mace?
This.

So is there a difference, programatically (sp?), between weapon(s) and shield?


 

Posted

Quote:
Originally Posted by InsipidClownfish View Post
That can't be it. Mace Mastery anyone? It may have caused problems, but it is still doable isn't it?

Or what about weapon/shield/mace?

I guess I just don't see it being a huge issue if they already did it once.
Yeah. I don't really buy that explanation much. I think it's just that they realized how over-the-top powerful surveillance would be for an MM. The LRM sniper power might also be easy to overkill with, since your henchmen keep you from getting properly beat up after you launch it?

Anyway, I don't understand why Chill Mastery and Heat Mastery don't have you drooling enough already. How great it must be to suddenly be able to survive Mayhem missions!


 

Posted

I dunno about you, but I survive Mayham Missions just fine


 

Posted

eh? the elemental apps suck because they only work for certain themes of characters... and they are intensely boring none of them really appeal to me, disappointing. but I'm pretty shocked to hear you think Mm's have trouble in mayhem missions? I think we rock them hard core, lol! they are so easy maybe not play on +4x8

seriously, it sucks we don't get the only interesting blaster app, but in my opinion... mm's are better tankers than tanks and brutes, better corrupters than corrupters, better controllers than controllers... I can't complain to loud - its just that cox makes it really hard to have characters follow a theme if not impossible a lot of the time and mm app would have given me one more good option for tech or natural themed characters.


 

Posted

Quote:
Originally Posted by Pseudonym1 View Post
I dunno about you, but I survive Mayham Missions just fine
Hmm.. that is interesting. My experience is that the Longbow guys totally ignore my pets and fire directly at me. I can jump up on a rooftop or something like that, and that usually works, or maybe get a car down to a sliver of health, and try to lure them over near it.

But otherwise it's hard to survive, especially if my teammates expect me to tank for them.


 

Posted

Tankermind, yo.


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
My experience is that the Longbow guys totally ignore my pets and fire directly at me.
This is what you want. Bodyguard mode makes this trivial.


On topic, however: While I would like Munitions, I love chill mastery. Just specced into it this week. Unfortunately, Ice Blast isn't properly unlocking the other powers, so I had to take Flash Freeze to get Hoarfrost and the armor. Hoarfrost combined with Triage Beacon and bodyguard mode makes for an incredibly tough mastermind.

Surveillance would be incredibly powerful, but masterminds can already solo GMs, so it's not needed. This would just make it faster.


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Posted

I would have really liked Munitions Mastery for a Mercs/ MM, it's really too bad.

If the problem was from some of the attacks I dunno why they couldn't change it around with a couple powers from the Devices Blaster Powerset

Taser, Targetting Drone, Smoke Grenade, heck, even the Time Bomb and Gun Drone would be neat to have and aren't available in /Traps


 

Posted

Quote:
Originally Posted by Berzerker_NA View Post
Hmm.. that is interesting. My experience is that the Longbow guys totally ignore my pets and fire directly at me. I can jump up on a rooftop or something like that, and that usually works, or maybe get a car down to a sliver of health, and try to lure them over near it.

But otherwise it's hard to survive, especially if my teammates expect me to tank for them.
Ambushes ignore pets and focus on you. USE THIS. Don't tanker mind initially. Drop snares and then park your pets on it and hide out of LOS.

They'll ignore your pets, trying to attack you but between collision detection with your pets and whatever snare you have(If you have one) and you running around walls and corners they'll never actually threaten you.

If you lack a snare, just pop purples while in tankermind for the duration of the ambushes.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
This is what you want. Bodyguard mode makes this trivial.


On topic, however: While I would like Munitions, I love chill mastery. Just specced into it this week. Unfortunately, Ice Blast isn't properly unlocking the other powers, so I had to take Flash Freeze to get Hoarfrost and the armor. Hoarfrost combined with Triage Beacon and bodyguard mode makes for an incredibly tough mastermind.

Surveillance would be incredibly powerful, but masterminds can already solo GMs, so it's not needed. This would just make it faster.
I've never been able to get Bodyguard to work. Dechs, if you know why, would you care to PM me? It's one of those things I've never been able to wrangle.


My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."

 

Posted

It's best to have Sandolphan's keybinds, as you have to stay defensive, and the original macros don't generally help with that.