
DocterPink
Posts: 4
Joined: 12/22/2006
Credibility: 0 pts
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I've made a lot of MM's but can never figure out which moves to get. I've seen people with the blast attacks you get from your primary and people without em. I've seen people without Fitness and people with it. What exactly do MM's need?
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| 11/03/07 09:39 |
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Sapir
GameAmp Staff
Posts: 54
Joined: 10/07/2005
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In my opinion, Power Pool powers that are almost a necessity are:
* Leadership - all except Maneuvers are helpful (Vengeance is a playstyle choice). I have heard that with proper IO slotting that even maneuvers is good, but I havent tested this myself.
* Teleportation - IMHO it is THE Mastermind Travel Pool. Reasoning: Recall Friend allows you to get a stuck Henchie back, Teleportation when in an outside Zone allows you to go from point to point at the range that automatically respawns your Henchies without leaving them back where they can drag aggro all across the map to you. And for PvP types; Teleport Foe brings a Hero into the Circle of Death.
As far as, Primary and Secondary Powers. That is on a case by case basis and should always take into account your playstyle. Some MM's dont use any attack powers besides their Henchies, others do.
That's pretty much my take on it.
City of Villains
GUARDIAN
Ninus - Level 50 Bots/DM/SM MM - [S.H.E.O.L.]
TRIUMPH
Sapir - Level 24 Rad/Rad Corr - [Inmates of Gameamp Asylum]
City of Heroes
GUARDIAN
Sapir - Level 50 En/En/El Blaster - [Paragon Freedom Brigade]
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!
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| 11/03/07 16:23 |
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BishopDon
GameAmp Staff
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Joined: 04/19/2005
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My 2 Infamy worth....
It depends on the build that you make.
I have a Bot/DM and a Necro/DM and I don't use the Fitness pool (since DM is extremely End friendly). The others i have (Thug/Poison, Ninja/Poison) have the Fitness pool. Since End is a big, big issue.
As for the other Power Pools, I believe Sapir summed those up for you.
Now, as for what attacks to take....that is totally up to you and your playstyle. I don't take them, as my Henchmen do all the damage work and I do all the buffing/debuffing...that's the arrangement we have and I like to stick to that.
***Looking for new content***
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| 11/03/07 16:41 |
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natecraftman
Posts: 6
Joined: 01/07/2007
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Ok, I've made two succseful MMs so far, a Thugs/Dark, and a Robot/FF. The thugs one, I took all the attacks, and was acting like another Lt (also had leadership, so litterally another Lt almost), till the final upgrade. Now he's kicking butt on a minion lv, but at that point, thats still damn high. I needed stamina only because using the heals alot, plus empty clips being a major end hog, but high damage and recharge (hard to resiste using it), but I could have gone without it. My robo/ff, I took no attacks, and all sheilds and heals, so never needed stamina (though that car was twich as slow (thugs guy was (and still is) running highest diff mishs solo), espcially to start with, attackless ones are like that, play only if you have paticance). As far as pools, Tp = ha ha ha, your dead, medicine= minion life is x2, and leadership= only if you have room. Thats my thoughts.
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| 11/03/07 21:20 |
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DocterPink
Posts: 4
Joined: 12/22/2006
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I've got a Zombies/Traps running at the moment. Any chance anyone knows about zombies or traps in general?
Heroes:
Spectral Storm, lvl 50 Illusion/Storm
Powerlevel Man, lvl 50 Fire/Kin
Rider of the Flames, lvl 26 Fire/Fire Blaster
Sound Barrier, lvl 24 FF/Sonic
Cap'n Ghostbeard, lvl 24 DB/Regen
K'zilix, lvl 12 WS
And, lvl 8 Invuln/Fire
Villains:
Lt. Surge, lvl 40 Elec/Stone
Skull Cyborg, lvl 29 Bots/Traps
And various other lowbies...
Server: Infinity
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| 11/04/07 08:31 |
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