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| Tip Title |
Tip Category |
| MM Pool Powers |
Powers
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| Author |
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dreamtwister
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| Description |
Anything you can do to give your pets an edge will help you when running as a Mastermind.
With this in mind, team-based power pools are the best choice for MMs - and the love you get from your team for the buffs doesn't hurt either.
HIGHLY RECOMMENDED:
Leadership - take Assault (+DMG) and Tactics (+ACC) for a decent boost for all your pets from each even before slotting.
Don't bother with Maneuvers (+DEF) as the unslotted bonus is only 2% for Masterminds - Protector Bots, Shadow Fall, Force Field powers and the Force Field Generator from Traps all do better than this. Vengeance will not work on fallen pets, so ignore this as well.
Concealment: Other than the fact that Ninjas are SUPPOSED to be invisible, this gives a handy DEF buff and can keep your pets from aggroing any extra mobs while travelling. Grant Invis is also hugely useful for PVP zones - anyone trying to sneak up on you could be in for a nasty surprise! Stealth also diverts more aggro from you onto them.
Don't bother with Invisibility and Phase Shift - they chew up too much END and have too many play restrictions.
Flight - a much maligned power group but surprisingly useful for the MM. Hover lets you direct your minions from above out of melee - very useful for tactical planning. Fly is one of the few fast travel powers where minions can keep up easily, and Group Fly is suddenly worthwhile. Pick up your minions using Group Fly, fly over to the "drop zone", and switch to Hover to send them down - paratroopers without the 'chutes! Ninjas and Robots are best for this as they're resistant to falling damage: plus there's a nice little graphical bonus for Bots, as they use little jets in their feet to fly around after you.[/I]
Teleportation Hugely useful if harsh on the END. Recall Friend lets you instantly reposition henchmen (and static pets like the Acid Mortar) where you want them and recall any that wander off. Teleport Foe comes into its own - pick a victim and land them right in the middle of a vicious circle of henchmen. Group Teleport is very tough on END consumption as a long distance travel power, but is great for short jumps into battle with all your minions precisely positioned.
CONSIDER:
Fitness: MMs are possibly the first Archetype that DOESN'T need Stamina as a prerequisite, but it's still useful. Unless you're planning on continuous blasting or running lots of toggle powers, your pets will do most of the heavy lifting so you don't need this set as much. Consider instead slotting things like Leadership powers with End Reducers.
Speed: Post-I6, Hasten isn't as hugely helpful as it always was. But it's still helpful for cutting down pet recharge times - and since MMs have only a limited number of attacks, if your pets go down trigger Hasten and you'll be able to fight or flee more effectively. Super Speed isn't a great power for COV as there are few straight roads and maps have many more nooks, crevices and crannies to get lost in. You'll get much more mileage out of a vert power. Besides, you're important. People will wait.
Whirlwind still sucks.
Medicine: Useful for repairing injuries or awakening stunned henchmen - but some pets can team heal already (Protector Bots, Medics, Grave Knights), and three of the four secondaries have better healing-type powers out of the box. Rez powers do not work on henchmen.
Leaping: Still a solid travel power set, with status protection and a small DEF buff available, but not quite as useful for MMs as Fly or TP.
DON'T TOUCH WITH A BARGEPOLE:
Presence: any mobs taunted / provoked will be coming for YOU, not your pets. Enough said.
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