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Wolf Spider
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Joined: 07/22/2006
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Hey Guys Tell me anything u Know about Geting zombies as a mastermind like wat are they good for how would i use them well and wat enchments would i give em pls and thank you,,,,,,,,,,,,,,,,,, by the way u guys like my signature...
Signature Made by my older brother neron! thanks neron :)
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| 09/11/06 06:10 |
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Lucky
Posts: 0
Joined: 09/03/2006
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You might start by checking out the "powers" section on this site to get a feel for the power set as whole. Also, there is a guide that I'm rather partial to which can be found here.
At any rate, the zombie set is a melee oriented group of henchmen. It is true that all of the henchmen in the set are capable of dealing ranged damage, and the zombies and grave knights in particular will often try to rely solely on their ranged attacks at times (which can be frustrating), BUT you will reach your greatest damage potential when everyone (except the Lich) is upfront in melee range. I'm not sure what else to say about what they are like. They are by far my favorite henchmen type, but that's purely subjective. And if it matters to you, fully upgraded these guys look suh-weet.
There are a few attacks available with the zombie primary set, but I would reccomend that you NOT take them. If your playstyle demands that you take some powers so that you can attack alongside your henchmen, you might consider another primary (I think that there are better pure attack powers in the other sets).
As far as what enhancements to give them? Well, I'm sure there are lots of ways to go on this. For the zombies and the knights I 3-slotted accuracy and damage. For the Lich I three slotted accuracy, and the rest I'm undecided on. The Lich does a little damage, but his main purpose is crowd control, so I buffed his fear/hold/immobolize durations a bit. Of course, I'm sure there are plenty of good ways to slot them. Incidentally, I wouldn't recommend that you spend slots on healing for these guys, because their self-healing abilities are relatively weak, and buffing a weaker power (smaller % increase) makes less sense than buffing something like damage or a fear duration - or at least it does to me. Another reason I didn't buff their healing is because I have a group heal (Twilight Grasp from the Dark Miasma secondary set), so really the bulk of the healing falls on my shoulders as the MM. Of course, that would be a playstyle/power set choice issue.
Hope that helps answer your questions.
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| 09/16/06 15:53 |
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Professor Crackpot
Posts: 1
Joined: 08/24/2006
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I just slotted Lich with 2 acc, 1 dmg, 1 hold, 1 immob, and 1 fear. Like you said, the Lich isn't focused on damage, so I mainly just made mine so its holds and immob last longer.
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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
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| 09/16/06 19:34 |
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Reflex
Posts: 3
Joined: 10/03/2006
Credibility: 0 pts
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My necro/dark mm is only lvl 22 but my friends is lvl 43 and i've found that i agree with not slotting for heals because of the twilight grasp, but i think buffing heals on dark servant (dark secondary powers) is useful because it also has twilight grasp
Villains
Ghost in the Shell - lvl 26 Robot/Traps MM
Corpse Mage - lvl 26 Necro/Dark MM
Heroes
White Reflex - lvl 36 Energy-Energy Blaster
Energy Armour - lvl 18 Invuln/Energy Tanker
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| 10/19/06 09:22 |
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BishopDon
GameAmp Staff
Posts: 10
Joined: 04/19/2005
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Unwelcome to Gameamp Reflex! Glad you decided to join the best community on the net :)
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| 10/19/06 09:41 |
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doomtrack
Posts: 0
Joined: 11/02/2006
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i agree on the healing part adn as far as zombie / dark goes its the best pvp set a mm can get really cause of the great debuffs and great dmg output it makes a great combo
as for lich mines slotted with 3 acc 2 fear 1 hold as i find fear more effective then holds cause it owns pvp =P
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| 11/09/06 02:21 |
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Reflex
Posts: 3
Joined: 10/03/2006
Credibility: 0 pts
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yes fear is very unresisited in PvP and PvE, compared to holds, my fear move with my dark mm (who is now lvl 26) always hits, and never fails with just 2 Acc on it
Villains
Ghost in the Shell - lvl 26 Robot/Traps MM
Corpse Mage - lvl 26 Necro/Dark MM
Heroes
White Reflex - lvl 36 Energy-Energy Blaster
Energy Armour - lvl 18 Invuln/Energy Tanker
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| 11/09/06 12:05 |
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