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Hellmeister
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Ive decided im gonig to try a ninja/trick arrows mastermind, this means ill be a more active mastermind having to fire off arrows to keep the shape of battle in my favour. I know this means ill get a fair amonut of aggro, but ninja have the highest (or second highest) damage per second ratio, so they should keep them off me (hopefully)
Now my two questions:
1) Is this going to work out or am i going to find that being teh active mastermind isnt qutie right.
2) Fitness or healing, which should i go for? I mean i know if im to be an active mastermind then ill certainly need stamina, and probably health to keep myself alive. Or should i show some signs of care to my pets and get soem healing moves to keep them up and running?
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| 02/19/07 13:56 |
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Mzzkc
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My philosophy for all ATs, including MMs is that if your stamina bar isn't moving (negatively) you're not doing enough. If it is moving, you're doing just fine. This is especially true for MMs because any MM that's just letting their pets do all the work is really holding back the team. So you'll be just fine playing the "active MM" role because MMs, contrary to popular belief aren't supposed to be lazy. I myself like to get into brawls alongside my Ninja, because I feel I am more useful close-by than on the outskirts of the battle field. As for medicine or fitness. . . Take both. You're going to need the stamina if you're playing an active MM and when you're playing with Ninjas you need a heal. Without one you might as well give up, because while Ninjas do deal quite a lot of damage they're one of the squishiest pets out there.
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| 02/19/07 18:38 |
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DimensionRuler
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I couldn't agree more, MM's are not ment to just let the pets do all the work. I've been a MM in quite a few games and I've learned that while the Pets are the source of your power, they still need your support.
Right now I'm running a Necro/Dark and a Merc/Trap, and I've found that Leadership, Stamina, and Medicine are must haves. Zombies have great defence but they still needed the extra healing ability, and same goes with the Mercs even though the Medic does do a good job of healing (if you are playing below Vicious I don't think you will need the heal for Mercs).
While you will be doing alot, I'm not sure if Leadership would be a good idea unless you slot a couple of SO Endurances on them. I'm running the Defence, Attack, and Accuracy leadership skills with just a single normal Endurance and I eat through endurance pretty quickly.
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| 02/19/07 19:05 |
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geemann
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I believe that it is not important to engage in battle as a Mastermind. A Mastermind should be busy trying to keep themselves alive, instead of worrying of causing damage on their own. You have six pets for a reason, to have them fight in battle. I rarely move from my position in a pvp battle, usually because I am being attacked by 4 or 5 people. The intelligent mastermind is the one that uses his pets to attack, and only moves to do healing or effects on allies. Masterminds cause miniscule damage, and its negligable to hit a 40 on a 1500 hp boss while your allies are hitting 300's. Pets are the only offensive power in a Mastermind, six pets can cause a lot of damage, however they each individually hit small damage. The Mastermind hits as small as their pets. If you do not believe me, go to the arena with your brute friend on lvl 50, use brawl on them. You will hit very small, a 20 or 30 at most. When your friend uses it, they will likely hit a 90 or 100 with brawl.
If you believe that you are holding back the team and being weak if you are not attacking, then watch me fight off 3-5 people in Recluse's Victory.
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| 02/19/07 20:16 |
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Mzzkc
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| QUOTE | I believe that it is not important to engage in battle as a Mastermind. A Mastermind should be busy trying to keep themselves alive, instead of worrying of causing damage on their own. You have six pets for a reason, to have them fight in battle. I rarely move from my position in a pvp battle, usually because I am being attacked by 4 or 5 people. The intelligent mastermind is the one that uses his pets to attack, and only moves to do healing or effects on allies. Masterminds cause miniscule damage, and its negligable to hit a 40 on a 1500 hp boss while your allies are hitting 300's. Pets are the only offensive power in a Mastermind, six pets can cause a lot of damage, however they each individually hit small damage. The Mastermind hits as small as their pets. If you do not believe me, go to the arena with your brute friend on lvl 50, use brawl on them. You will hit very small, a 20 or 30 at most. When your friend uses it, they will likely hit a 90 or 100 with brawl.
If you believe that you are holding back the team and being weak if you are not attacking, then watch me fight off 3-5 people in Recluse's Victory. |
Indeed. Trying to deal damage as an MM is pointless. De-buffing is not. Any MM that deludes themselves into thinking that they can make a difference using they're own gimped attacks simply doesn't get the point. Hell was asking a broad question as to whether or not it is natural for a MM to be active and yes, any MM who is not taking an active role with their pets is simply not as effective as one who does use their de-buffs properly. The effectiveness of the MM's damage output was not in question here, because everyone knows (or should know) that MM's are not built to deal damage themselves. Also, I'll be very, very surprised if you can take three relative well built player in RV without doing anything yourself. Without buffs, de-buffs, heals, and of course BG MM's are pretty gimped in PvP. Don't believe me? Well, watch your health bar the next time you're tped into traps. That's the extent of an MM without control of a situation. While I can attest to the fact that it usually does take several people to even come close to bringing me down in PvP, without proper control of a situation MM's are pretty weak.
***THIS POST HAS BEEN EDITED***
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| 02/19/07 20:37 |
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BishopDon
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My take on what an 'active MM' is, is simply one that plays the game and their roles accordingly.
When I'm on my MM, I stand right in the mix of my henchmen for a couple of reasons. If i'm running my Bot/DM MM, or Thug/DM or Necro/DM, I need to make sure they all can receive my heal when needed. My Necro/Poison, I tend to stay behind them more so. If needed, I'll use what little attacks I have to finish off a target so they can move to the next one...usually, I have all my henchmen attack the same target to ensure they take each one down quickly AND to ensure no one just runs off and aggro's another mob unexpectedly.
I'm active because I'm constantly controlling my henchmen. Making sure they attack who and what I want them to and not go off on their own agenda is hard work. Sometimes, if it's a large mob, i'll let them just go to town and let the bodies fly. If i notice that one of them is off too far, i'll have to pull that one back and direct him to the proper target. Now, in the interim, I'm doing all of my Buffing/Debuffing work constantly trying to migate the damage dealt to my henchmen and myself. Now that is hard work right there in itself. I usually don't have to engage in battle, however, I'm a big factor in the outcome of all battles.
I don't have the fitness set with my DM MMs, but I do with my Poison. Dark doesn't need it because it's so End friendly. Not sure about the Trick Arrows though. You may have to judge and check how your End bar goes.
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| 02/20/07 09:01 |
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Hellmeister
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Yeah im not actuly gonig to have any damaging moves, ill keep aimed shot, but only as a pull. Otherwise ill be fully healnig and de-buffing :)
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| 02/20/07 11:01 |
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SamoanGod
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I got my Ninja/Trick to 50 and it was a lil different but FUN. I went with Healing, Leadership, and Fly for power pools. I skipped fitness for other powers but the end bar usually just dips low for Bosses and EBs. Insp'ing the pets keeps em pretty strong and resistant combined with the debuffing arrows. I skipped on glue and use oil slick, and flash more than any other. I pretty much soloed her up from 37-50 and the last 5 levels were on the hardest difficulty (forgot what it's called). Just needed help for Vindicators and Heroes.
I guess a tip would be that you don't need to shoot the baddies with every arrow. That WILL drop the end quickly. Alternate them out depending on recharge rate. Smoke Flash with the Oni (once you get him) also makes a critical hit so use it more than aimed shot.
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| 02/21/07 16:24 |
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Urrelles
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Sadly I tried that combo and FAILED. Ninjas + bow wasut too hard for me. You will not have a heal to save you. So you have to really kill fast and not get hit. If you use any AE bow attacks at least 2 mobs out of the battle will target you till you get some ninjas to take care of them.
In order to make this setup work I had to split up my pets attacks to make sure each enemy was under attack. Then I was able to debuff or dmg them all I wnated. However Ninjas are like paper. Once hit they crumble fast.
Im guessing that zombies + bow would work much better. In the end a Bow using Mastermind is playing the game in hard mode.
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| 04/29/07 01:09 |
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Urrelles
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Mzzkc would hate my main MM. Im a Merc/trap MM how only sets traps when needed. I have 0 attacks except temp powers. I spend most of the battle waiting for enemies to gorup up or setting things up so the enemy wont reach my mercs.
Luckily, this is a VERY low mana cost way to debuff enemies. I typiclaly will use about 3 powers in a given battle. If the battle gets rough Ill find myself quickly burning through all my endurance.
To counter my laziness, I got Aid other to heal pets and team mates and leadership. I typiclaly have Whirlwind on and offensivly knock back more difficult mobs to prevent attacks.
Oddly my second master mind is Zombie/DM and she is the opposite. I have Air superiority on auto and I run in with the mob and melee the enemy.
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| 04/29/07 01:14 |
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