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Posted

I remember in Issue 27 page 5, a lot of MM resistances/defenses were moved to their equip and upgrade powers making them enhanceable. But one thing I'm looking at is the removal of inherit resistance to things like confuse powers, which seems kind of important for MM. While a rare status effect, it did seem like a big deal to avoid MMs potentially being softlocked out of content against enemies like Awakened. (especially as not all MM secondaries do provide confuse protection or resistance). Also looking at detailed description is the fact that Mercs don't even get the smash/lethal resist they originally had when upgraded. And on that note it does seem SOME still get these resistances and even kept the inherit resistance buffs like Beast Mastery, Demon Summoning, and Thugs.

 

All in all, I'm not really complaining as I haven't rolled an MM in awhile, more just wondering if these are bugs and if not if the homecoming team explained why for the seeming inconsistencies.

Posted

Think it might just be a bug in the detailed description for Equip Mercenary.  It does still give smash/lethal resistance and 2 points of confuse protection, it just isn't listed there.  I have a merc so can confirm it in game.

 

City of Data also shows it (example from a basic soldier):  https://cod.uberguy.net/html/power.html?power=mastermind_pets.soldier_2.equip&at=mastermind

 

As to other henchmen, you'd have to say which you are speaking of, MM pets having confusion protection was never universal. 

 

Also, most Masterminds end up taking tactics.  Something I consider key most of the time just as much for its confusion protection (almost 4 points worth) as for its tohit buff. 

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