GameAmp Fansite Network Gamer Shirts, GameAmp T-Shirts
Change Game Sites   
About GameAmp, Inc GameAmp Staff Register for a free account
GameAmp Login GameAmp Password
GameAmp Homepage
GameAmp Game MapsGameAmp Game ListLatest Video Game NewsVisit the Video Game ForumsGame Item AuctionsFind Gamer FriendsGame Screenshots
Video Games Subnav
GameAmp Information

GameAmp: henchmen picks

clear gif
Forum >> Archetype Discussion >> Mastermind >> henchmen picks

 
User Message
Xanalos Profile
Xanalos
View Profile of Xanalos
Posts: 0
Joined: 07/08/2006
Credibility: 0 pts
henchmen picks 

i have 2 questions, i have recently become obsessed with making a mm, but i cant decide, i was wondering if any one u could give me ur opinions, im thinkin mercs/traps. and if any of you could give me pics of each henchmen ( preferable showing me what each upgrade gives them, like changing cloths and the such) thanks in advance for the help : D
08/29/06 23:15 Login to rate this user's post!
V3RTIGOX Profile
V3RTIGOX
View Profile of V3RTIGOX
Posts: 3
Joined: 07/17/2006
Credibility: 0 pts
RE: henchmen picks 

I have a Merc/ Traps and to be honest with you its not bad, but it is really slow, with usually little damage. I like Mercs, but the trap set is a bit complicated for me. Almost all the attacks have slow to moderate recharge and things like triage beacon (Not really healing, but a slightly faster recharge of health and endurance) and seeker drones and a few other seems pretty useless. Also with no support for the hanchmen it gets kinda annoying trying to keep them alive. Traps are good if you want to attack a lot your self, but if you want to maily support henchmen go for something like force fields or dark miasma. Personally i like Poison for the great debuffs and support. But i mean its all personal prefrence. I did hear that Trip Mine in Traps is supposed to be pretty cool. :)
BTW: Sorry i don't have any pics of them :\



|Nick|

V3RTIG0X - MM Merc / Traps Lv. 35
Tyrrano Red - Corr. Energy/Thermal Radiation Lv. 50
Arc-Tech - Gravity/Energy Lv. 16
Leon Lockheart - Stalker Energy/Rengen Lv.13
One X - Brute Elec/Stone Lv. 12

This is just the beginning...
08/31/06 01:01 Login to rate this user's post!
oXRyanXo Profile
oXRyanXo
View Profile of oXRyanXo
Posts: 8
Joined: 08/23/2006
Credibility: 0 pts
RE: henchmen picks 

I gotta say having made a traps MM I would not reccomend it to anyone, just a weak set (IMO), my main objections to it are that you have to get to close to the enemy to use most of the attacks or attack them and then run away, both strategies are very anti-mastermind as MMs don't have much health and are made to hide behind their troops and let them do the work but with traps you have to get close which means you could get into real danger if you get hit by an immobalize or hold. Hit and runs don't really work with masterminds because your pets will just attack them any way unless you keep telling them to go into passive mode.

And pets do not change their looks dramatically when upgraded, I havent had a mercs MM but I would guess they may get a bigger gun? for example of how little the changes are; when upgraded all that happens to robot pets is that they get a red light on each shoulder.
08/31/06 17:05 Login to rate this user's post!

clear gif
Don't Forget! - Rate users posts to reward or demerit their posts with Credibility!
GameAmp Footer