MM and trial lag
Except that every single pet for every single MM is different*. The effectiveness of MMs come from the flurry of attacks coming from their pets.
*-Necromancy gets the shaft here, obviously.
@Leetdeth - Virtue | MA Arcs(all challenge arcs): Big Magic Blowout! #369774 | Who Really Cares About This? Z! #509577 | That Meddling King! (teams recommended) #21450
Not to burst your bubble, but that won't fly. The 'super pet' would have to deal the amount of damage that a total of six pets would deal in one attack, AND have a combination of the total enhancements slotted onto three pet powers. Not to mention the total combined survivablity of said six pets. And in some cases, where MM's spread out the damage or try ((let me stress TRY)) to snare more then one mob, it'd still be a net loss. On the other hand...it would give us one large, hard to kill minion to work with. It's not that I don't understand, but I think a better solution would be to limit the number of MM's on TF's.
"I have something to say! It's better to burn out then to fade away!"
I've noticed that when doing a trial, say BAF, with 2-3 MMs, the ammount of lag faced by the average player exponentially increases. My idea to fix this would be allowing MM's, at level 50 and only while running level capped trials (and maybe TFs) to have a way of forming a single, large summon to replace their current 6 summons. This summone would be something akin to an elite boss, with a rescalled damage and defenses.
For many of the primary MM power pools, this would not be farfetched. Either summoning a large demon, the robots combining to form a single, larger robot, zombies piling together to form a undead beast or ninja's sacraficing themselves to summon a great spirit. Or something like that. The decress in mobs would help lag issues, keep comand structures minimized, and help with some of the scaling problems I have herd level 50 MMs complain about.
While not a completly fleshed out idea, I beleive this would be worth considering going forward.