Advertisement
So anybody else playing a MM on CoV. I love my MM even if he does die easily. My solution to help with the dying, was to beef up his brawl, darkblast and healing (to keep the zombies "alive"). It works really well, except in PvP zones, where I get clobbered. Not that I go down without a fight (well sometimes..heh...). I usually give most hero types more of a struggle then they bargained for, but since a MM's hit points are so low it's only a matter of time....
What do you all think about the new MM archetype? Love it, hate it..etc..
What do you all think about the new MM archetype? Love it, hate it..etc..
Advertisement
Advertisement
-
Re: Master Minds
Mon, November 14, 2005 - 4:07 PMMaster Minds rock. I have a MM with Mercenaries. I have yet to run into any problems.
-
Re: Master Minds
Tue, November 15, 2005 - 5:38 AMwhat is your secondary? I have a necro/poison. Yours sounds necro/dark am I right? For me Gloom is the key...it does way more damage over time...allowing you to concern yourself with heals (in my case alkaloid), while it does it DoT thing. Also I never add to brawl. If I need another attack, boxing is the biggy if you have extra power space, if not what I do/did was go for the fly power pool. Air Superiority meets my fly prereq. and kicks ass. I have 2 accuracys in it and that is usually it. That will secure you the ability to knockup your foes, buying time for gloom to recharge and not taking damage while they recover/regain their footing. Going for Superjump? Try Kick....the Air Super will help in PvP zones as you can buy yourself time to run if necessary. -
-
Re: Master Minds
Tue, November 15, 2005 - 7:19 AMHaven't really dabbled in MMs too far yet, but i tell you, robots ARE IDIOTS!!!! Any other pet, if you get attacked, they automatically attack who hurt you. With robots, thierdumb asses won't move until you TELL THEM TO -
-
Re: Master Minds
Tue, November 15, 2005 - 5:27 PMIs that a glitch or have you not set them to auto-attack folks who try to fuck your shit up? (i.e. make them aggressive) -
-
Re: Master Minds
Tue, November 15, 2005 - 6:43 PMYah, you are right. Except folks have figured out that using tactics like "teleport foe" works really well on MM's. Teleporting me away from the Zombies. Grrr...argh. Luckily having "break free's" and super jump got me out that situation twice.
Plus the Hero types have been hanging out in gangs, jumping on single villians in groups as they try to cross bloody bay.. I'm pretty good at avoiding them though for the most part.
-
-
-
Re: Master Minds
Tue, November 15, 2005 - 6:45 PMGood advice, I do have super jump. Leave it too indigo to hand out the good suggestions....
What a giver. -
-
Re: Master Minds
Wed, November 16, 2005 - 1:36 PMthe nice thing about jump kick is two fold...
one: As a MM and lacking atacks, the additional attack is nice but the main deal is the knockback potential- you want them to get the fuck away from you. That is what so rock about X/forcefield MMs...the first power you get is forcebolt. Till its nerfed, it has ALWAYS been a totally awesome but overlooked power by most.
two: it looks dramatic! rofl Who does not want to look fabulous while kicking ass...
Indigo -
-
Re: Master Minds
Wed, November 16, 2005 - 2:25 PMI actually created a toon with that build. And it does look good. When you knocke them back the 'bots automatically go for the target. You don't even have to tell them too.
-
-
-
-
Re: Master Minds
Wed, November 16, 2005 - 1:10 AMBUahahah...I just the wickedest idea, I'm disguising myself as one of my Zombies. Since my character hit level 20 and ran the "cape" mission I think I can go to the tailors and run missions for a "second costume" I figure I can tailor my costume so I look exactly like one of my zombies and blend in with them. Also I change all my zombie names to variations of my Toon's name, to make me harder to target. I already changed the toons skin color to very pale and face to "zombie-teeth" to help blend in a littel now.
I actually think this might work. When the good get bad, the bad get devious.
*evil grin*
-
Re: Master Minds
Tue, January 17, 2006 - 8:02 PMi agree they go down way to easy i have a level 24 mm zombie and i even have the health power and i still get ko'd more then i do on my other toons. but i love using him the zombies kick ass in the missions -
-
Re: Master Minds
Wed, January 18, 2006 - 8:13 AMI tried playing MM's about a month ago. i liked them at first, but then i was tired of healing their asses when the pets would go agro the next group. i guess that is the tank in me, like to get in the action and kill shit myself..lol -
-
Re: Master Minds
Tue, January 31, 2006 - 9:12 AMI have a level 12 MM. Zombies die to fast. I have one skeleton which is doing good. Gloom kicks butt as well as the healing power.
Jay -
-
Re: Master Minds
Tue, January 31, 2006 - 5:35 PMwhat is your 2ndary? What powers do you have? -
-
Re: Master Minds
Wed, February 1, 2006 - 10:44 PMDark Maisa I belive is my secondary power. I just can't remember which once I Have picked at this time.
-
-
-
-
-
Re: Master Minds
Wed, April 26, 2006 - 2:46 PMI have a lvl 15 necro/dark MM. I slotted my zombies with 2 health, 1 acc, 1 damage, and when I heal them their life bars gain about 1/2 if not full depends on what damage they have taken before I heal. my Dark Knight has 2 damage 1 acc and 1 health.
I think, so far, I have only died about 2 times and that was b/c I had too much aggro. I can't wait till I get my Lich, but my MM will have to wait since I'm lvling my main to 40 in preperation for I7.
Anyone going to try out the Thugs when I7 goes on test or live? I've been reading on the COV website and the Thugs have some pretty cool powers. -
-
Re: Master Minds
Thu, April 27, 2006 - 4:28 AM"Going to try out thugs?" Are you mad? GOING? I already have a name 'saved' LOL.
They are HAWT!!!
Indigo
-
Re: Master Minds
Fri, April 28, 2006 - 7:34 PMhmmmm...I'm thinking Thugs/Dark or Thugs/FF...not sure yet. -
-
Re: Master Minds
Sat, April 29, 2006 - 12:46 PMI'm going thugs/dark....
beware the powers of
Heteromancer!!!!
Muh ha ha!!!!!
Indigo -
-
Re: Master Minds
Fri, May 12, 2006 - 5:08 AMOkay, my MM has gone up to 35 about now, and she kicks some decent ass in missions. I was able to run a mish on relentless with 2 teamates while they sat back and did nothing at the entrance, i cleared out the whole mish just fine. robot/dark does decent at higher lvls. leadership, flight (group flight for nice flying swarm) and fitness for health and stamina. Only thing I don't like is how badly MMs suck in PvP, others can't see the names of your pets, just you, so they can target just you and go right after ya. And as for thugs, i heard that the 2nd tier summons actually have thier own leadership power (can't remember which)
-
-
-
-
Re: Master Minds
Thu, May 18, 2006 - 12:37 AMmy nec/dk MM just hit 40 a couple of weeks ago and i tell you once i got so's on them coupled with tp foe my boys kick some serious booty. Also keeping TG on auto helps TONS! and once u get fluffy u basicly have a mini 'troller with a healing power.
side note: if anyone is thinking of getting the GW PPP don't waist your time on night fall. i thought that getting another offensive power would help but i respeced out of it and into dk embrace for the shield, much more useful
i also tried the new thug MM's and love, love, love them!
-
Re: Master Minds
Sun, November 26, 2006 - 6:47 PMI have a MM hes pretty cool but havent really had the chance to level him up very much. Been spendin too much time playin coh and have kind of lost track of my cov guys. Gonna have to get back over there and work on them i guess.