Power Pools and the Mastermind

Forum for Champions Online, CoX, DC Universe players to chat and organise

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Wolfy-at-work
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Power Pools and the Mastermind

Post by Wolfy-at-work » 14 Oct 2005, 13:34

Is it just me or are Powers like the Grant Invsibility, Group fly and most importantly Leadership going to be must haves for Masterminds ?

I mean first of all, the abilities have more effect than they ever would on a solo player.

Also I'm imagining Invisible armies of robots or ninja catching People in some really bad PVP situations.

Also combo's like detonator and Vengance....sacrifice a minion to get an explosion + make all your other troops better...

nucleon
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Post by nucleon » 14 Oct 2005, 13:55

Totally agree. Lots on the CoV forum about calculating benefits from Tactics.


-- Craig
CoV - Soundspeed (Son/Kin Cor)
CoH - Ms Taken (Storm/NRG Def) GoldenRock (Rock/Rock Tank)
WoW - Omikron (Druid) KappaOmikron (Shaman)
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nucleon
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Post by nucleon » 14 Oct 2005, 19:21

Group fly/teleport, I don't see as mandatory.

Taken from Posi:

---

Traveling With Henchmen

Henchmen can NOT travel across zone boundaries or into mission maps. You
must resummon them on the new map. If you get too far away from your
Henchmen on any given map, they will automatically resummon themselves
near you (keeping any buffs they had).


---

So if they do get out of range, they'll just appear next to you anyhow. Tactics/Assault and Vengence, I can well imagine being very useful for Masterminds. But I wouldn't take them in place of the primary upgrade henchmen powers, or the secondary buff powers.

-- Craig
CoV - Soundspeed (Son/Kin Cor)
CoH - Ms Taken (Storm/NRG Def) GoldenRock (Rock/Rock Tank)
WoW - Omikron (Druid) KappaOmikron (Shaman)
Image

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