
Redknight8
Posts: 0
Joined: 02/16/2006
Credibility: 0 pts
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Is group fly worth getting for a Master Mind? I usually don't have my pets out when I'm heading to a mission. Whats the point having them out if they will be dismissed when u enter a mission.
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| 11/21/06 00:31 |
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VinceVoltage
Posts: 1
Joined: 07/14/2005
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I don't think Group Fly is worth it, for a MM or anyone. The only time I took it was on the Test Server with my Robotics MM because its cool to see the robots sprout jets from their feet and fly along with you. That is the only reason I'd consider Group Fly. Its pretty much pointless for any MM to have it; Robots have Super Jump anyway, so they keep up with me just fine when I'm outdoors. If I need to get somewhere fast, I just dismiss them and call em back when I need em. Its really an unnecessary power.
They only reason I'd take it is if I had a Robotics MM and a spare power slot where I couldn't find anything useful or that I liked...and how often does that happen?
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| 11/21/06 02:39 |
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BishopDon
GameAmp Staff
Posts: 10
Joined: 04/19/2005
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Yeah, I would agree with Vince on this. Group fly is not something needed for a MM. Whenever I had my henchmen out while street hunting, they always seemed to find me, regardless of where I went or how fast I got there.
Now, the only reason I would say that GF was good for was when teaming with lowbies prior to travel powers. This is still viable, however, seeing Mayhem missions allow you a Temp travel power by lvl 10, there is really no real need for it once someone hits Port Oaks (seeing the Mayhem mission is usually the 4th mission they can do).
***Looking for new content***
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| 11/21/06 06:59 |
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Fire-Ice
Posts: 1
Joined: 06/07/2006
Credibility: 0 pts
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Don't forget that Group Fly carrys with it the -acc aspect of Fly. Was in Siren's Call a few days ago and we had a Robots mastermind that had it. Everytime he turned it on, we all ended up floating above the ground. We kept reminding him to turn it off during the battles.
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| 11/21/06 12:24 |
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