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(edits: spacing and color formatting) (edit: ADDENDUM in the Mace Mastery section with info about +absorb limitations on pets) (edit: ADDENDUM in the Breaking Up the Band (of Brothers) section about grouping by name) I’m @Decaying Rose, formerly that crazy “Mastermind guy” from Virtue back on Live, and now that crazy “Mastermind guy” on Torchbearer. Feel free to look me up on Torchbearer! I’m a dab hand at training Masterminds as well and don’t mind helping folks out. Today’s subject? Mercs. MERCS: CDF ASSASSINS Ah, Mercenaries, the most t
I wanna fix mercs please. This is a topic I've given a lot of thought to, and Mercs is a set I want most to be successful and competitive with its fellow henchmen in the list of loyal henchmen available to our Mastermind players including myself. So no screwing around; let's get right to it. What's wrong? Mercs lack any strength relative to other sets, having very low damage with the dubious honor of the only set that can't break out of double digits in single target damage (assuming SO enhancements only), and no better survivability than even Ninjas. I want to address this problem by givin
So I've made threads about this in the past and each time I've learned something about making these suggestions for fixing Mercs work. I consulted users over the Discord and was advised to keep suggestions as simple and direct to the cause as possible, so that's what I'm going to do now. I have also consulted Mastermind players, also on the Discord, who share my concern with Mercs' poor performance since the day City of Villains launched with the Mastermind archetype. I'm going to keep things as simple as I can think of. I'm going to list each henchman, a list of proposed changes to its powers