Thug masterminds


Atilla_The_Pun

 

Posted

Honestly I don't mind the damage they are at now. I'm a mastermind, I'm a completely pet oriented class. As such when I take up arms I'm essentially adding a 4th minipet. I've accepted that and I'm fine with it considering the overall power of MM's.

The only thing I believe they should change about MM attacks is remove the endurance penalty from them. Let us plink away in the thick of things beside our minions without huffing and puffing.


IMO the only MM primaries that have a real reason to complain is Ninja's and thugs. They lack reasonably reliable secondary effects and bow in particular has bad damage.

Demon summoners can do -Res even their pets have nifty special effects, Merc's can do -defense and KB which stacks with their pets doing the same, Zombie summoners can do -to-hit and life drain....which stacks with their pets doing the same, robotics have energy damage and can do kb and possibly disorient...and their pets can do the same. See a pattern here?

Not only do Thugs and Ninja's lack any sort of stacking secondary effect relationship with their pets but they are both lethal damage to boot.


I won't even touch snap shot, I skip it on every archery toon and even my defender just pretends it doesn't exist.


 

Posted

The Whip attacks in Demon Summoning are worth taking.

All other MM attacks should be brought up to that level.

And I like the Vigilance style buff added to Supremacy, that's a great idea! That should be on TOP of buffing the attacks base damage.


Check out the Repeat Offenders network of SGs! You'll be glad you did.

 

Posted

Hmmm...while I certainly would prefere the Dual Pistols animations for Thug MMs...

Pistols would get a shorter animation, but both Dual Wield and Empty Clips would get longer ones.


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