New to MM/Enchantments


Crazyfist

 

Posted

Hello Everyone

Im New to City of hero's and Decided to Play A Necro/Pain MM As this build has the both of best worlds in what Style of char i like to play.Knowing that these type of pets dont exactly have a high survivability rate from other threads,and the fact that im stubbling around and constantly having to run away to resummon.Then i just end up resummoning to do the same thing over again.Now is there anyway to improve the pets or maby to improve my mana upkeep or w/e you guys call it in superhero type games like this one,from draining so fast that i run out of it before the fight even ends and my pets die?.I Understand that an enchantment can help with that just not sure of the name yet.As for my enchantments im not sure which ones to slot so any help on that matter would help.


 

Posted

1: "Enhancements"
2: "Endurance"

which brings the answer to the question, You can slot almost everything for less endurance. Honestly it's less worth your time though, the Endurance and recharge for Summon Powers on MMs are always pretty steep as a balancing measure, it's better to just enhance whatever your pets do,(Damage, Debuffs, E.t.c.) so they get more done while they're alive and enhance your Buffs/Debuffs for Endurance so you have more for summoning/upgrading

MM pet AI is pretty much universally stupid. It just requires lots of micro-managing.


Anyone Who wants to argue about my usual foolishness can find me here.
https://twitter.com/Premmytwit
I'll miss you all.

 

Posted

You don't mention what level you're at currently - the life of a Mastermind goes through distinct phases as the number of pets available to you changes. In the early levels, you can expect the pets to be weak and die frequently and this is expected. The Pain powers can help somewhat but it's having pets out in numbers and having the upgrade powers that really make them a force to be reckoned with.

I've played Necro quite a bit, and I can say from experience that the zombies are pretty weak. The second tier pets, the Grave Knights, are excellent and much more survivable. You get the power at level 12 and it starts summoning two Knights at level 24. Make sure to take the upgrade power that opens at level 6.

As far as endurance management, Premonitions is correct. Generally the summon pet powers have high endurance costs as a balancing measure - you want to put endurance reduction in other powers, especially your Pain buffs and heals since you will be casting these a lot. If you are using the dark blast personal attack powers from Necro, you will want to slot those for endurance reduction as well (although many Masterminds choose to forego these personal attack powers altogether and do damage entirely via their pets).

Welcome!


With great power comes great RTFM -- Lady Sadako
Iscariot's Guide to the Tri-Form Warshade, version 2.1
I'm sorry that math > your paranoid delusions, but them's the breaks -- Nethergoat
P.E.R.C. Rep for Liberty server

 

Posted

What Premonitions said, that mana is called "Endurance" and It's Enhancements.

MMs are probably the most difficult class to play in the game due to the fact you have a miniature army of pets to keep in check. I would firstly recommend rolling a new toon that's not a Mastermind and perhaps a Stalker or a Brute and try working on them for a bit so you can get the gist of the game mechanics. Masterminds have a far steeper learning curve.


When slotting your pets, people typically go 3 slots for damage, 1 for accuracy, 1 for endurance and 1 for any seconday effects your pets might dish out such as Defense Debuff, Healing etc. For zombies probably healing, though that won't really take effect until you get your 2nd upgrade power at level 32.

Also you'll have a power called Stamina. 3 slot that for endurance modification, that will increase your endurance recovery.

Finally, once you get up to Single Origin enhancements if you slot any more than 3 of the same enhancement type in a particular power, the additional enhancements lose their effectiveness drastically. 3 Slots is the "sweet spot". Anymore than that and you'll only be gaining a very small benefit so it's far better to use the reaming slots for other types.

Oh and be sure to check out the guides section of the forums, there's a huge wealth of information there about the basics of the game.


 

Posted

Another aspect that wasn't mentioned is 'aggro management'. Your mastermind needs to be a bully at first. Try not to engage large groups at a time until your mastermind is higher in level and the pets have matured with greater Area of effect powers. What experienced masterminds call 'bodyguard', the mastermind takes the alpha strike from the foes and the damage is distributed over the mastermind and all the pets. This is key for pet survival at low levels.


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.

 

Posted

Quote:
Originally Posted by The_Static_Man View Post
What Premonitions said, that mana is called "Endurance" and It's Enhancements.

MMs are probably the most difficult class to play in the game due to the fact you have a miniature army of pets to keep in check. I would firstly recommend rolling a new toon that's not a Mastermind and perhaps a Stalker or a Brute and try working on them for a bit so you can get the gist of the game mechanics. Masterminds have a far steeper learning curve.


When slotting your pets, people typically go 3 slots for damage, 1 for accuracy, 1 for endurance and 1 for any seconday effects your pets might dish out such as Defense Debuff, Healing etc. For zombies probably healing, though that won't really take effect until you get your 2nd upgrade power at level 32.

Also you'll have a power called Stamina. 3 slot that for endurance modification, that will increase your endurance recovery.

Finally, once you get up to Single Origin enhancements if you slot any more than 3 of the same enhancement type in a particular power, the additional enhancements lose their effectiveness drastically. 3 Slots is the "sweet spot". Anymore than that and you'll only be gaining a very small benefit so it's far better to use the reaming slots for other types.

Oh and be sure to check out the guides section of the forums, there's a huge wealth of information there about the basics of the game.
He is exactly right. MMs are the hardest class to play CORRECTLY (lots of nooberminds out there). I'd roll a nice sturdy brute or scrapper and blast though some levels of mobs getting a nice handle on the game before trying MM. Also, necro/pain, although fun, is a bit on the squishy side. Get used to re-summoning zombies in fights, that's just how it will go down. As a melee set with /pain, I would practice Leroy-minding, or creating controlled chaos. Charge the pack, spam provoke and heals and do no micro (that is command targeted attacks, thus leaving BG mode) until the clean-up phase (post alpha strike/AOEs/at least half the mobs down).