Mayhem Multiplied

Got on early yesterday afternoon with Eliza Dee, and shortly thereafter got a tell from Grellim, offering to team. We ended up doing the Skyway Bank Robbery mayhem mission, and it was a freaking blast. We did the bank, both side missions, and literally cleared the zone of anything that could be punched, burned, shot, or otherwise taken down. I mean, a good half-hour to forty-five minutes of non-stop (except when I had to catch my breath) action, and most of a level for Eliza.
Thugs are fun, and the Gang War power is just too much enjoyment to watch. Margie’s previously commented, with Day Old Shelf, that Masterminds rock on mayhem missions, and throwing in a Brute to take care of particularly problematic opponents works great.
Last night was Villains Night, and Jackie had been trying to get a SF organized. Alas, some SG Leadership / Coalition barriers interacted with annoying base zoning problems to keep things from starting up without losing at least one player. So we bagged that and just went out missioning — including, eventually, the same mayhem mish (Ravvy got it). Good fun, again, if not quite as well organized (a group of 8 on a mayhem mission is almost sure to eventually turn into a group of 3 and a group of 5, don’t ask me why). Ravenous and Charity both ended up withe better part of a level in XP for the night.
Still haven’t decided what/who we’re doing for Double XP Weekend.

10 thoughts on “Mayhem Multiplied”

  1. Well, I for one am glad the SF didn’t come off, because it meant I was able to join you when I got home from work. And immediately confront that Scrapyard guy, who pounded poor little Magpie into the ground twice. Toward the end though, she did a lot better. If only I had remembered then that she has a team heal power!
    I was asked to log in one of my Sanguine Society characters to get them hooked up to the Coalition. All the leaders had been auto-demoted, and Bloodied Raven was the new leader (that happened with the Twilight Syndicate, too, and I had some fun changing the VG colors before promoting Agent Awol). So I promoted Black Pharoh. Don’t know if he got the Coalition thing done or not.
    After that amazingly fun Mayhem Mission (in which Ravvy almost invariably destroyed whatever Maggie was targeting -chuckle-), Maggie and Bane of Asgard took a mission, in which she was not able to use her new Howling Twilight power, because the one time Bane dropped, Maggie was already tasting floor.
    Magpie levelled once, and got halfway to 13 (Bane was +2 and on Vicious, which meant reds and purples for me, so scads of xp!). All in all, a very fun and productive night. Hope I can make it again next week.

  2. Note to self, since trackbacks seem to be aborting for mysterious reasons: BD touches on the evening’s festivities, not to mention a nice guide to the Sky Mayhem Mish.

  3. Thanks again for running the Skyway Mayhem with me. That was quite a blast– and a smash– and a boom.
    MM/Brute or MM/Dominator are both excellent pair ups for a run.
    Gang War is both a fun and a funny power. It doesn’t work as well for larger groups as they tend to push all other (PC) melee fighters away as they swarm the target like ants on a candy bar. Sadly, unlike Phantom Army, they can be taken down somewhat quickly. Any good AoE will send them away.
    Remember that Howling Twilight can also be used as a combat tool when you don’t need the AoE rez component. There is a decent magnitude disorient that can be used for good effect. (Of course, this will generate a decent level of anger for the user of the power. Wear a helmet!)
    (Thank you all for the unexpected disc!!!)

  4. Grellim has run enough Mayhem Missions that he has the Impounder Badge (for destroying cars and trucks) and the Vandal Badge.
    He’s only failed one Mayhem Mission. (Much easier with three pets rather than two, and enough slots in heal to keep the team and pets alive.)

  5. Yes…
    And sadly, the one time Grellim failed was with me. ;P
    You get badges for blowing stuff up?!?
    I did not know this, and now I must look at my badge list.

  6. MM’s are great for Mayhem Missions because they see all targets and are excellent for clearing the non-mob objects.
    Biggest lesson I’ve learned, strategically, with Mayhem Missions is the need to Stick Together. This focus of firepower (and reduction in opponent count at any given moment) is even more important than in ordinary missions, since (a) you need to take out full groups to accrue added time, (b) deaths mean jail mean distractions from the missions and delays, and (c) there’s sort of a crazy time pressure anyway so the pressures to go haring off are significantly increased.
    If I could, I’d tie everyone together with a rope. Coming up with a strong team leader who can monitor and guide the group would probably not be amiss, either.

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