Leadership pool


Adeon Hawkwood

 

Posted

I went to pick up some leadership powers for my Demons/dark character and noticed that many of them were 2% (or around there), i thought they were highest on a MM? Them being this low should i still get them?


 

Posted

Ask 10 people and you might get 10 answers. Here's mine:

Maneuvers: can be useful, particularly if your pets already have other sources of defense. The closer you can get to the softcap, the better it becomes. Skippable if you don't have another source of significant defense.

Tactics: Very useful, depending on your slotting. + to hit is a very valuable stat, particularly for henchmen who are below your level. The resist to perception is icing on the cake for going up against night widows and the like.

Assault: A good choice for any build. Who doesn't want more damage?

I try to take them all on most of my builds, though generally level 30+. The end cost is too much to manage early in your career usually.

None of them are game-breakers. Try them out and see if the costs are worth it to you. If endurance isn't a problem for you, and you aren't struggling to fit skills in, then for me they are a no-brainer.


 

Posted

Cost really isnt an issue, its the low numbers they seem to provide I'm worried about. Biggest one is the to hit at 7.5 rest seems way below what i would have expected from a MM, just wondering if I may have missed something =)


 

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The numbers are what they are. Ultimately only you can answer if they are worth it or not for you.


 

Posted

Quote:
Originally Posted by Zanthar View Post
I went to pick up some leadership powers for my Demons/dark character and noticed that many of them were 2% (or around there), i thought they were highest on a MM? Them being this low should i still get them?
Actually Masterminds have lag behind 7 other ATs in terms of Leadership values. It depends a bit on which toggle you're looking at but basically it's:
Defenders > VEATs > Controller/Corruptor > HEATs > Mastermind/Dominator > Everyone Else

As for whether they are worth taking, my personal opinion is:

Maneuvers: A nice way to stack some extra defense, unless I'm using a set that already provides strong defense buffs or to hit debuffs or I'm doing a high defense IO build this is probably the least useful toggle on it's own, still if a couple of people on the team are packing it the effects add up so I try to fit it in when possible

Assault: An excellent power, a damage buff is always useful and it's really easy to slot (one end reducer and it's done). Particularly useful for Masterminds as it's one of the few ways to increase pet damage. Unless you are teamed with a Kin you will probably not hit the max for damage so it's a boost that almost always helps.

Tactics: With the exception of a /Devices Blaster this is the best way to increase accuracy against higher con enemies. It is particularly important for a Mastermind as the tier 3 pets have an awful to hit change against higher level enemies even with ED capped accuracy slotting. If you don't have Tactics your lower level pets will have a very hard time hitting +3s and +4s, YMMV on whether this is important to you.


 

Posted

I always try and fit the three Leadership pools in, especially nice if your playing thugs since the Enforcers both add their own Leadership skills -- added together the bonuses are pretty awesome. Maneuvers for MM's is pretty weak, but as stated above -- it stacks with everyone elses maneuvers too and it can add up fast.

EDIT: Also, since my Main is apparently a General -- I'd expect him to be good at leadership. Thats maybe not a great reason to have it, but there ya go


 

Posted

Leadership buffs may not be great on their own, but they are probably the best powers to take if you have a few power slots free, especially for a mastermind. Also, now that fitness is inherient, many people are now replacing fitness with leadership, so get on a team and you're likely to be teamed with a couple of other people with leadership, that is when the power pool really begins to shine.

If you're mainly the soloing type you're not going to notice a dramatic change. If you team alot (which you'll probably do alot lategame) then it definitely has it's uses.


 

Posted

Tactics isn't shabby. As said, your lowest tier guys need it at higher levels. The truly critical thing is the +perception; even pets can be blinded.

Backfill from tactics with your preference. I would go damage (assault) for non-defense secondaries, maneuvers for bots, thugs, and defensive secondaries.


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HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Another benefit of Tactics is its Confuse protection. Yes, Confusion using enemies are rare but they can be a major problem to pet users like MMs when they do show up.


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Posted

Where's this 2% thing coming from?

Maneuvers is 2.625% Def. That matches what you're saying, yes, but the highest is 3.5%. Nobody's getting a lot from it, but every point counts, especially if you want softcap.

Assault is 11.75% Damage. That ain't 2%.

Tactics is 7.5% To-hit. That may not seem like a lot, but depending on the enemy you're fighting it can account for anywhere from 11 to 40% Accuracy buffs.

Yes, Masterminds get the second-lowest values for all three powers, but keep in mind that as an MM your Leadership powers are always buffing a party even when solo. They're still pretty handy to have.


De minimis non curat Lex Luthor.

 

Posted

MMs get the lowest values because they're guaranteed to be affecting 6 more targets than other people.


 

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In short, take it all if possible. The MM's greatest asset is his pets and every bit of performance improvement helps. It may not make or break your build but it will make life a bit easier for you.


 

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11% more damage hit 10% more often if you're not softcap acc with the pets. Maneuvers is the worst, but even with no other def powers, it's still 8-9% less damage if you have both defense pet procs.

But more importantly, what else are you going to use those three powers for? you can basically cap anything useful in them with 4 extra slots. It's a place to put one more LotG. Your own attacks are crap, so the best powers buff your pets or debuff/control the bad guys, and there are only so many options that do that. So, really, it's either them, some worthless attacks, or a second travel power.


 

Posted

Quote:
Originally Posted by rsclark View Post
But more importantly, what else are you going to use those three powers for? you can basically cap anything useful in them with 4 extra slots. It's a place to put one more LotG. Your own attacks are crap, so the best powers buff your pets or debuff/control the bad guys, and there are only so many options that do that. So, really, it's either them, some worthless attacks, or a second travel power.
Unless you're Demons... those stacking resist debuffs from the whip attacks add up to around 20% more damage for the whole team against hard targets and 7% more or so for a decent number of enemies thanks to the cone. That's not bad, and the fact that they look so awesome doesn't hurt...


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Posted

Quote:
Originally Posted by seebs View Post
MMs get the lowest values because they're guaranteed to be affecting 6 more targets than other people.
Lowest? Try Leadership on a Scrapper(or Blaster)


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Posted

It's a common mistake for MMs to think Leadership is perfect for them, but truth it, you're balanced around your pets being your damage and HP and so on and so your core buff values (which determine how powerful pretty much all your buffing powers are, including your secondary) are surprisingly low. Ultimately, you're really only getting the same benefit that a Scrapper, Tanker or Brute would get from Leadership.

That said, it's still worth it if you can spare the slots and endurance. (which with inherent Stamina has become MUCH more likely) Every little bit helps, especially if others on your team have Leadership too.


 

Posted

Quote:
Originally Posted by StrykerX View Post
Unless you're Demons... those stacking resist debuffs from the whip attacks add up to around 20% more damage for the whole team against hard targets and 7% more or so for a decent number of enemies thanks to the cone. That's not bad, and the fact that they look so awesome doesn't hurt...
True, but I have a demon/poison and took all but the first demon attack and all of poison except the crappy sleep trap, and I still had enough room for all the leadership. When I said "crappy attack", I really meant some epic single target immobilize that is basically inferior to the worst leadership could do for me.


 

Posted

Quote:
Originally Posted by Prof_Backfire View Post
It's a common mistake for MMs to think Leadership is perfect for them, but truth it, you're balanced around your pets being your damage and HP and so on and so your core buff values (which determine how powerful pretty much all your buffing powers are, including your secondary) are surprisingly low. Ultimately, you're really only getting the same benefit that a Scrapper, Tanker or Brute would get from Leadership.
Except, a scrapper or tanker or brute can take another power that directly increases survivability or damage, and MMs often cannot. It's not that MMs get more benefit from leadership than others do (because they don't), it's that they get less benefit from everything else (including inspirations and set bonuses and armor powers).