New to Mastermind


gameboy1234

 

Posted

I'm new to the mastermind and I'm a necromancer and I have a few questions.

1. When do I get all 3 zombies on Zombie Horde and it says I can get 3 and I'm level 12 and I don't have it yet? Do I still have to be a higher level?

2. This is more of a bug, but why do my pets always get stuck, I'll play the game for about an hour and than it gets stuck especially when I go to a new zone? Is there a way to fix it? I even try relogging and resummoning but it doesnt work.

3. How many pets can you have out at once all together? Will you be able to have all the pets out at one time when you get them all?

thanks for in advance, oh and if u have any tips on being a necromancer that would be great! :]


 

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You get the third one at lvl 18 you get you first henchman at lvl 12 then again at lvl 24 the last you get at 26,you can have them all out at anytime .
This is a bug very annoying ut according to information from other posts on the forums if you type in "/release_pets" you can then re summon them hope this helps. Not really played that type of MM but from what I have seen with other players using them they are not to bad .


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Posted

Quote:
Originally Posted by Miranda View Post
I'm new to the mastermind and I'm a necromancer and I have a few questions.

1. When do I get all 3 zombies on Zombie Horde and it says I can get 3 and I'm level 12 and I don't have it yet? Do I still have to be a higher level?
Yes you get more pets as you level. The first tier 1 is at level 1, or whenever you take the tier 1 pet power. The second tier 1 is at 6 and the third is at 18. The tier 2 pet is available at 12, assuming you take the second summon power right away, and the second tier 2 is at 24. Then the tier 3 summon power can be taken at 26.

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2. This is more of a bug, but why do my pets always get stuck, I'll play the game for about an hour and than it gets stuck especially when I go to a new zone? Is there a way to fix it? I even try relogging and resummoning but it doesnt work.
Yeah that bug is annoying. Sometimes rezoning again helps, but the quickest way to fix it is to use the command /releasepets to unsummon them all and then resummon them.

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3. How many pets can you have out at once all together? Will you be able to have all the pets out at one time when you get them all?
Masterminds can, and should, have all of their pets out at once. The only time I would recommend not having all pets out is in the tiny blue cave maps, especially on a team to avoid overcrowding. In that case I'll often get rid of the three tier one pets. Remember, you can walk through your own pets, but other players can't.

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thanks for in advance, oh and if u have any tips on being a necromancer that would be great! :]
I haven't gotten a Necro above 12 so no advice there, but for general MM advice, I recommend using keybinds or macros to make commanding pets easier. I use a modified version of Sandolphan's numpad binds. The main addition to those that I use are keybinds near the wasd group to do attack my target, follow passive, follow defensive, and goto.


 

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thanks a lot ^_^


 

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In Zombie Man's Guide to Guides, you can find the Mastermind Guides and FAQs. It lists six player-written guides about necromancy:

Necromancy/Dark Miasma Guide, by Geek_Boy [I8]

Lichloved, a Definitive guide to Necromancy and Forcefields

Necromancy/Dark Miasma Guide, by Dark Avalon

Undead Love: A Necro/Dark Love Story

Necromancy Cookbook, by Don_Uvas

I Feel Sick! A Necromancy/Poison Mastermind Guide (Ren_Karalchin)

Plus, the Masterminds forum might have additional, updated info about necromancy.

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Posted

Quote:
Originally Posted by Miranda View Post
3. How many pets can you have out at once all together? Will you be able to have all the pets out at one time when you get them all?
Yes, you can have all your pets out at once, for six total. With Soul Extraction you will be able to get a seventh pet. If your secondary has a pet, you'll be able to summon that as well.

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thanks for in advance, oh and if u have any tips on being a necromancer that would be great! :]
At low levels (i.e., under 30), take at least two of your personal attacks. The guides say to skip them, but some additional testing on the Mastermind forums showed that when you don't have all your pets yet, your personal attacks actually do a significant percentage of your overall damage. Plus, your personal attacks are fun.

Sandolphan's binds are great, I use them myself. Also, learn what Bodyguard mode is, and how to employ it. Learn to pull while still controlling your pets, and while still in Bodyguard mode. These two skills will add the most to your power as a Mastermind, and to your enjoyment of the game, imo.

Good luck.

(<---- 50+3 Robotics/Force Field Mastermind.)


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
At low levels (i.e., under 30), take at least two of your personal attacks. The guides say to skip them, but some additional testing on the Mastermind forums showed that when you don't have all your pets yet, your personal attacks actually do a significant percentage of your overall damage. Plus, your personal attacks are fun.

Sandolphan's binds are great, I use them myself. Also, learn what Bodyguard mode is, and how to employ it. Learn to pull while still controlling your pets, and while still in Bodyguard mode. These two skills will add the most to your power as a Mastermind, and to your enjoyment of the game, imo.

Good luck.

(<---- 50+3 Robotics/Force Field Mastermind.)
Adding another vote for Sandolphins binds. It's a great tool and I love it. Personal attacks... I'm not a fan, but they can really help when you're lower level.

50 Bots/traps
40 Demons/thermal
38 necro/time (On hold... not a fan of necro)
37 Thugs/FF (Abandoned, don't like FF)
32 Mercs/Dark (Abandoned, don't like mercs)
29 Thugs/Time (Current project, it's BEAST so far)
Deleted a Thugs/TA at around 26 I think and a necro/poison around the same.


 

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Quote:
Originally Posted by Humility View Post
38 necro/time (On hold... not a fan of necro)
32 Mercs/Dark (Abandoned, don't like mercs)
29 Thugs/Time (Current project, it's BEAST so far)

I deleted my Necro/Thermal at 26, it was just meh to me. I also deleted a Necro/Poison and a Ninja/Trick Arrow (yes, I made an attempt at the famously poo-poo'd Ninja/TA).

I have a lower level Thugs/Traps that I like. I'm looking for a good idea for Beast Mastery. Need to wait for the stats, but /Time is cool, eh? I'll have to think about that.


 

Posted

Quote:
Originally Posted by gameboy1234 View Post
I deleted my Necro/Thermal at 26, it was just meh to me. I also deleted a Necro/Poison and a Ninja/Trick Arrow (yes, I made an attempt at the famously poo-poo'd Ninja/TA).

I have a lower level Thugs/Traps that I like. I'm looking for a good idea for Beast Mastery. Need to wait for the stats, but /Time is cool, eh? I'll have to think about that.
With a heal/HoT, multiple slows, hold, aoe to hit debuff, defense buff and other goodness time goes well with just about anything I would think. I really like the way it works with thugs since their maneuvers is way more powerful than the pool power. I think I can get them defense capped pretty easy... I just looked and I have them at 40% and no +def slotted into farsight yet, then theres a -13% to hit aoe in time's juncture. A lot of that is pet only (enforcers and 10% from pet IOs) so my MM himself isn't near def capped, so it's not a tankermind type build but so far it's just brutally effective, on par with my bots/traps I think.