| User |
Message |

Mixil
Posts: 0
Joined: 07/10/2006
Credibility: 0 pts
|
New to CoV.
Wanted some thoughts on if there are any special considerations with MMs when it comes to choosing a travel power.
Played CoH, so I'm familiar with the usual pros/cons over on that side.
Thanks!
|
| 09/10/06 13:23 |
Login to rate this user's post! |

Caligari
GameAmp Staff
Posts: 2
Joined: 07/08/2005
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
First off, welcome to our evil little site!
Now to your question: I've tried most with my Necro/Dark MM, and have finally settled on the CJ/SJ/Acrobatics power(s). Mainly, because incorporating this into my build was the only way I could solo Posi as an EB when I hit 41. It seemed like the small def bonus to CJ, the immob. res. of CJ, and the hold res. of accrob. really kept me in the fight.
Plus, all the pets now have SJ, so they can kinda keep up with you across the map.
The biggest problem with SJ right now is the ridiculous amount of lag/rubber banding going on in CoV right now, especially in Grandville...it can lead to some nasty surprises from time to time.
|
| 09/10/06 13:45 |
Login to rate this user's post! |

Hellmeister
Posts: 3
Joined: 06/07/2006
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
Yeah superjumping registers with pets, an maybe the new ones will have some other travel power. Teleport seems to work ok as well as you dont go to far from your pets and they catch up (unless its zombies who seem to take forever).
DANCE WITH DARKNESS!
CoH
Dharkarai - Lvl 16 Katana/Willpower Scrapper
CoV
Hellmeister - Lvl 35 Fire/Dark Cor
Stonestrike - Lvl 34 Super strenght/Stone Brute (current main toon)
Global @Hellmeister
|
| 09/10/06 14:03 |
Login to rate this user's post! |

MScott5678
Posts: 0
Joined: 08/19/2006
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
What about flight??..I heard that Group Fly was good for PvP cause you can take your pets with you wherever you go..
Global: @SenseiDragon
Triumph Server Heroes:
Electric Aura - Lv.50 Empathy/Electric Defender
Rhynweld - Lv.38 Katana/Willpower Scrapper
Arctic Bandit - Lv.38 Ice/Storm Controller
Twilight Serant - lv.32 Dark/Dark Defender
Freedom Server Heroes:
Andromeda Blayze - Lv.50 Fire/Kinetics Controller
Sensei Dragon - Lv.38 Trick Arrow/Archey Defender
Aleia Evenstar - Lv.35 Archery/Mental Blaster
Amber Blayze - Lv.20 Earth/Thermal Controller
Alpha Protector - Lv.18 Force Fields/Rad Defender
|
| 09/10/06 14:16 |
Login to rate this user's post! |

BishopDon
GameAmp Staff
Posts: 10
Joined: 04/19/2005
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
It's hit or miss with Group Fly. Henchmen don't always "follow" as close or how you would like them to follow. It's ok, but, nothing I'd choose to take.
|
| 09/10/06 16:36 |
Login to rate this user's post! |

Sapir
GameAmp Staff
Posts: 54
Joined: 10/07/2005
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
While I am not usually an advocate for Teleport (especially with the bugginess of the targeting reticle of late); it is probably the best travel power for a Mastermind. I have tested the other travel powers, and for overall usefulness and to save the number of Pool Powers you need to take it comes out on top. I'll give you the 'short list'.
1) When your henchmen get 'stuck' on something or just wont follow you, Recall Friend will bring them into line. This is the ONLY power that will unglue your henchmen when they can not move. Nuf said.
2) Teleport Foe is useful to bring the enemy into the 'circle of death' which is your henchmen.
3) As you Teleport across the map, when you get a certain distance from them; your henchmen will respawn next to you, or below you if you are in the air. Although going across an entire map will cause them to spawn below you repeatedly and sometimes put them into a bad situation, further Teleporting will cause them to leave that situation quickly.
4) Group Teleport can take the whole army with you (although at an increased endurance cost)
Now the short list of Travel Power problems you can encounter with other Pool Sets.
A) Super Jump: you may just outjump your henchies, and leave them in a bad situation similar to long Teleports. I dont have a big problem with this set, but I like to keep my use of Power Pools low; leaving me more room for another pool if I need one or more Primary/Secondary Powers. So, unless the Devs get the pathfinding bugs worked out for henchmen, you are going to need Recall Friend periodically.
B) Flight: Using Fly your henchmen will follow you on the ground through every mob on the map. AGGRO City here I come. Group Fly - unless the Devs change this your henchies WILL drop out of the sky and take damage because they cannot keep up with you. Also, you will have to go pick them up again to continue your Group Flight. It may work if you do not slot ANY Flight Speed Enhancements AND stop repeatedly to allow them to catch up, or are only flying a very short distance, but what's the fun in that? Secondarily, the best Defensive Power for you in this set is Hover, but you cant use that with Group Fly, so no Defensive Bonus. Just because the henchies look like they are hovering doesnt mean they get the bonus.
C) Super Speed: This may have some possibilities as far as the respawn of your henchies if you can put enough distance between them and yourself very quickly, but it will generally end up like Fly with you ending your trip and your henchies dragging along a big group of unhappy friends.
So, like I said before. The possibilities of the Teleport Pool give it an edge over the others, but the best choice (for your playstyle) is up to you. I can only say that Teleportation has gotten me out of many bad situations with my henchmen through Level 50, and even helped me overcome a few game bugs. Of course, you could just take any Travel Power then add Recall Friend for your henchmen, but that eats up an extra Power Pool and you only get four.
Dont hate me because I'm COLORFUL.
Remember Kids: There is NO defense against WEIRD! Flames may come, and flames may go, but WEIRD is Eternal!
|
| 09/10/06 17:22 |
Login to rate this user's post! |

Damion_mage
Posts: 1
Joined: 09/18/2006
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
I have a Necro MM, and I have used both Teleport and Fly.
While Teleport is a good overall power (and I completely agree that once you can take recall friend for several reasons), I love my flight.
Flight with pets is diffrent, and you need to make sure before you start to fly you set your pets to passive. I have flown in areas that would be to dangerous to use anything else in (due to either agro, sight limitations, or uneaven ground) and if you move far enought the respawn of your pets will put them near you very quickly. Even on short flights they will move (admitadly not as fast as some other pets) I have never lost one yet.
(this includes flights in areas that are over 10 levels higher than me)
just my $0.02
HippocraticBot Lv:50 Emp/Rad Def Svr: Virtue
Lucious Fallenstar Lv:36 Nec/Poi MM Svr: Virtue
Amazing Lass Lv:7 DuB/Reg Scr Svr: Virtue
Umbral Cowboy Lv:8 Warshade Svr: Virtue
@phantom_biker
|
| 09/19/06 11:19 |
Login to rate this user's post! |

Yallander
Posts: 0
Joined: 12/15/2005
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
I use to have TP on my necro/dark and I picked up hover to help with the falling issues of tp (that and my computer sucked at the time :P). I really liked it but the activation time was slow when I would try and get away from someone in PVP. Granted for ranged pets I think that TP would be incredible as a travel power and team teleport...OMG!!! I've seen this in action first hand with a bots/trap in Siren's Call and she was handing out woop ass to heroes like they were lined for it. With zombies though since I spend most of my time in melee range with them, leaping set was ideal so I can maneuver with swift and CJ away from attackers and still stay close to my pets. I still picked up tp friend just for those "occassions" that pets don't follow so well, and tp foe just because sometimes you have to bring the next meal to your zombies instead of going after it. I was able to fit it in, but I have a REALLY tight build that works for my style. Try each of them on test if you have a spare respec.
|
| 09/26/06 17:55 |
Login to rate this user's post! |

Professor Crackpot
Posts: 1
Joined: 08/24/2006
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
Teleport is probably the best travel power an MM can get. Especially if you have tar patch. As Sapir mentioned before, you can do the "circle of death" method using teleport foe. It works two times as nicely if you have tar patch or caltrops (or some other kind of slow layed down).
I wouldn't get fly...Maybe hover to help with lag issues on teleport, but otherwise no.
City of Heroes
Lt. Tiny - Lvl 50 AR/Devices Blaster
Sensei Sushi - Lvl 32 MA/SR Scrapper
Master Tofu - Lvl 18 Katana/Invul Scrapper
Bug-Juice - Lvl 21 Fire/Fire Blaster
City of Villains
The Last Act - Lvl 42 Necrmonacy/DM Mastermind
60 Cent - Lvl 33 Thugs/Force Field Mastermind
Repkillian - Lvl 30 Claws/Regen Stalker
And gazillions of lowbies
(Awesome) signature by the one and only...Death Fetish
|
| 09/26/06 18:26 |
Login to rate this user's post! |

Mzzkc
Posts: 1
Joined: 01/12/2006
Credibility: 0 pts
|
| RE: Best MM travel power? |
|
|
|
In the end though it really all comes down to play style. Are you the kind of guy who wants the numeric advantage (Super Jump)? Do you prefer practicality (TP with Group Fly as the lesser of these two evils. We're villains so we want the bigger evil remember?) or do you just want to add flavor (SS [probably the worst choice imo] or normal Flight)? No matter which power you choose though it has to fit into your play style in some way or it just isn't going to work. That just my two cents.
I'll think about giving a little more, but Junior year has been hard on my Mind Money Jar or MMJ for short. So, I appologize for the sudden leave of absense. Things are quieting down a bit though (I should say getting louder since next week is Spirit Week and nothing quiet ever happens then) and the Homework load has dropped slightly, so that has allowed more free time (not enough to start up a session though). It only takes me 3.5 hours on average now as opposed to the 6 at the beginning of the year. I'm hoping to get back into the game ASAP and things are looking good. Also, I have perfected my old method of by-passing the school internet blocks so I'll be able to visit here during school hours as well. The process will go unmentioned right now, but I'm friends with the Admins and they don't care as long as I don't do anything "questionable", show anyone else how to do it, or destroy the network and crash the servers out of boredom. So look forward to seeing my gloomy fear inspiring face more often. Mzz, out.
note: I do not condone, recommend or support breaking into or otherwise bypassing any of your school's security settings that have been put in place no matter how pathetic or well done they may be at any time for any reason. Also, doing bad things with DOS is a big no-no, no matter how bored you may be.
Silence is golden. Duct tape is silver.
Click Below for an Explosion!
|
| 09/26/06 21:04 |
Login to rate this user's post! |