********************************************** X-Men Legends II - Rise of the Apocalypse In Depth Character FAQ for Magneto Playstation II Version Start Date: 10/19/2005 Copyright 2005 Spencer Bell Version 1.00 ********************************************** *************************************************** History: 10/19/05: started FAQ. *************************************************** ******************* Index ******************* 1.0 Introduction 1.1 Strengths 1.2 Weaknesses 1.3 Abilities 1.4 Strategies 1.5 Suggestions 1.6 Contact Info 1.7 Thanks, Credits 1.8 Legal Banter ****************************** 1.0 INTRODUCTION ****************************** First of all, I'd like to give a warning. I Use an EXTREMELY harsh grading system. If I rate a character or an ability out of 10, numbers will most likely be lower than what you're used to seeing. I rank things based on how they are compared to everything else in the game, not based on how useful they are as a percentage or on their own. I do it this way because I believe it helps set priorities. For easy access to what you are looking for, hold CTRL on your keyboard and hit F. This will bring up the "Find Menu." After that, type the corresponding number from above to get to what section you'd like to view. I'm writing this guide as a helper to those who are looking for a decent Magneto "build." My Magneto was level 99 when I started writing this, and I have helped various people on the boards make him good. In this guide I will outline things such as his strengths, weaknesses, and abilities. Also, if you find any erroneous data, grammar, or spelling, feel free to contact me. ************************************************************ ****************************** 1.1 STRENGTHS ****************************** In most RPG games, characters can usually be divided into two categories: "Fighter" or "Magician." One of Magneto's strengths is even though he is a "Magician" character he is still able to fight on the front lines and survive even better than some of the "Fighter" characters. He possesses a wide variety or attacks doing multiple types of damage, effective for fighting enemies on hard with many kinds of resistances. If he is built right, he should have the energy to execute most of his attacks without too much worry. On his own, he is one of the more damaging characters in the game. Good Passive Abilities ************************************************************ ****************************** 1.2 WEAKNESSES ****************************** If he is being controlled by the AI, he is somewhat vulnerable. While you shouldn't die in this game anyway, as the difficulty is quite low, you have to choose whether you want him to help you out offensively or defend himself while on AI. His best boost - Polarized Shield can be set to L2. If you do this, he will be well defended while he's being controlled by the computer. On the downside, he won't be able to help you as much offensively. Even if you set him to aggressive, he won't ALWAYS attack. Some people have said put him as defensive or normal and put an attack on L2. Even so, It gets annoying to have to tap a button if you want him to attack. While his damage isn't low by any means, it definitely isn't the best in the game. The worst part about his damage is it can't be boosted like many others can. Because of this, his damage can get left in the dust by a well balanced party. His only party boost is supremacy. While good early on, later in the game it is completely useless. Most "Magician" characters are good because of their boosts, and he is seriously lacking in this department. ************************************************************ ****************************** 1.3 ABILITIES ****************************** - I'm not going to bother copying all the text from the game underneath each ability. Simply hit L2 on an ability to get a brief description. Also I will not add level requirements. They are listed in the game and are easy to access. What I will provide, though, is Damage and EP cost at the first level, and the max level, as well as how many skill points it will take to max. I will also provide a ranking, and my own, personal description of the ability below. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 1) LEVITATION - 5/10 FIRST LEVEL (Counted as Level 1): 11-15 mental damage at lift 9-12 physical damage at impact 12 EP/second MAX LEVEL (Level 20): 195-217 mental damage at lift 79-89 physical damage at impact 126 EP/second Notes: I recommend at only getting this to level 8 max. At this level it costs 53 EP and you can lift "Massive" Objects with it. This is more for fun than anything though, and you should invest in other, more useful skills before this one. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 2) MAGNETIC SHELL - 2/10 FIRST LEVEL (Level 1): 30-36 energy damage 3 second hold 22 EP MAX LEVEL (Level 18): 195-217 damage 7 second hold 126 EP. Notes: A beam that holds people in place. Almost All beam attacks are just flat out bad. I gave this a 2 only because there are worse techniques. Holding people in place gives you no real advantage to weaker enemies that shouldn't hurt you anyway and won't work on the tougher ones. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 3) METAL SPIKES - 7/10 FIRST LEVEL (Level 1): 30-36 damage 1 spike 36 EP MAX LEVEL (Level 16): 121-135 physical damage 5 spikes 142 EP Notes: This is particularly useful at higher levels. Each spike does good damage, moreso than Shrapnel Sentry even. The only downside is once a spike hits, it's gone. 5 of these will pretty much cover the entire area in front of you though, and as long as there are a group of enemies, this is bound to hit something. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 4) SHRAPNEL SENTRY - 8/10 FIRST LEVEL: 2 piles 34-40 damage 40 EP MAX LEVEL (Level 16): 6 piles 130-146 damage 156 EP Notes: This is his most damaging move. While a Metal Spike will do more damage than a pile of shrapnel or two, generally when these are thrown they always find themselves in a large crownd of enemies and have a great radius for being so small. Each pile is capable of hitting multiple targets, and it's not uncommon to see enemies get hit 3-4 times per attack. Even against single enemies and bosses this is very useful and lethal move, hitting multiple times with decent damage. The biggeset downside to this move, however, is that it isn't able to be boosted as easily as other damaging moves. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 5) MAGNETIC GRASP - 5.5/10 FIRST LEVEL: 34-40 damage 60 EP/second MAX LEVEL (Level 14): 82-93 damage 170 EP/second Notes: I am fond of this move. It has a few specific advantages over other moves than can easily be exploited. The main one being this move does better with one skill point than many. Most "press and hold" moves are the same though there are exceptions. This move just gives you more of a "Magneto Feel" than his others. The damage isn't too great, but it's a great defensive tool (which seems to be a theme with him). On top of that it is one of his most fun abililties to use. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 6) MAGNETIC BLAST - 3/5 FIRST LEVEL: 43-50 damage 25% chance to confuse 5 seconds 84 EP MAX LEVEL (Level 11): 85-96 damage 53% chance to confuse 12 seconds 180 EP Notes: Enemies fall very quickly in this game, hence the need for moves that have more a status ailment theme than a damage theme are somewhat useless. Your goal should be to do high damage, quickly, and kill enemies. Besides completely failing at this, it also has a terrible attack radius. It got a 3 out of a 5 though, because it can help you out if you get into a bind and you for some reason like this move. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 7) DEATH TRAP - 1.5/10 FIRST LEVEL: 15% damage mirrored as physical damage. 12 seconds 84 EP MAX LEVEL (Level 11): 150% damage mirrored as physical damage. 55 seconds 180 EP Notes: This attack is fairly useless as well. Just another beam attack with a status ailment attached to it. For more detail, read the "Magnetic Blast" and "Magnetic Shell" descriptions XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 8) METALLIC MAYHEM - 1/10 FIRST LEVEL: 85-96 Energy damage MAX LEVEL (Level 7): 279-309 Energy damage Notes: Don't bother with Radial Xtreme moves. They are a waste of your tokens. You can do much better damage without them, plus you get to keep a token. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 9) METAL MINION - 2/10 FIRST LEVEL: 15 seconds 50% of Magneto's Health 50% of Magneto's Melee damage MAX LEVEL (Level 5): 45 seconds 100% of Magneto's Heath 125% of Magneto's Melee Damage Notes: This is pretty bad as well. Magneto isn't a melee character so this guy doesn't do so well. The only reason I gave him a 2 is because I think he's fun to use once in awhile. It's more of an amusement than a practicality. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 10) POLARIZED SHIELD - 9/10 FIRST LEVEL: 25% Chance 13 seconds 48 EP MAX LEVEL (Level 20): 67% Chance 55 seconds 504 EP Notes: This is where Magneto really shines. Set him up with this thing and have some of his passives with decent points into them and he's almost untouchable. This move at max gives him the ability to dodge 2/3 of ALL ATTACKS. This basically triples the amount of times he can get hit. More on this in the Notes section. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 11) SUPREMACY - 1/10 OR 6.5/10 FIRST LEVEL: +1 to all skills 13 seconds 88 EP MAX LEVEL (Level 18): +3 to all skills 55 seconds 504 EP Notes: This is a fickle skill. It can be a complete waste of time or something you will build your entire party around. If you use cyclops and command (same thing, different name) they stack. At max with both of them you will have +6 to all skills which is a nice, nice bonus. If you're going to use both Magneto and Cyclops anyway, this is actually a good idea. Another good thing about this skill is that when Magneto is an AI character, he will keep casting it for no reason. The downfall is the high EP, but you should always have your Magneto with high EP anyway. I am at level 99, and I have no use for this skill, as most of mine are already maxed from all the free skill points I have. It's not a bad idea to pick this up early on although there are so many other good skills it's really a coin toss. Another downfall is that it takes quite awhile (18 + the mandatory point into Polarized Shield = 19 skill points!!) to get to +3 to all skills. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 12) MAGNETIC DEFLECTION - 7.5/10 FIRST LEVEL: 8% Chance to block MAX LEVEL (Level 15): 50% Chance to block Notes: Excellent Passive. Maxed, he dodges half of all incoming ranged attacks. Very useful. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 13) INTIMIDATION - 7.5/10 FIRST LEVEL: +15% Defence -3% physical damage taken MAX LEVEL (Level 15): +127% Defence -31% physical damage taken Notes: Excellent Passive. Maxed, Your chance to dodge attacks is doubled and if you do get hit, it's only 2/3 of what you normally would take otherwise. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 14) LEADERSHIP - 6.75/10 FIRST LEVEL: +2% critical chance +8% combo experience MAX LEVEL (Level 15): +9% critical chance +92 combo experience Notes: If you need levels, and need them now, this can help quite a bit. I didn't find myself needing this too much though. Even without the exp bonus it still has a nice critical chance bonus so it's worth the points after other things have been maxed imo. the huge disadvantage to this is that combo exp ONLY WORKS BETWEEN THE TWO PEOPLE WHO EXECUTED THE COMBO. Ie if you're playing as Magneto and throw an enemy into an ally and get "batter up" the only two people who will get the bonus exp are Magneto and the ally you hit with the enemy. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 15) FLIGHT - 10/10 FIRST LEVEL: 10 EP/second MAX LEVEL (Level 5): 3 EP/second NOTES: Put one point and nothing more. Eventually you'll be able to fly and it will cost you nothing even with only one point. More is just a waste. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 16) MUTANT MASTERY - 10/10 FIRST LEVEL: +30% EP regeneration MAX LEVEL(Level 15) +198% EP regneration NOTES: Max asap. He will use a lot of EP and the faster he regenerates the better. At max this just about triples your regeneration rate. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ************************************************************ ****************************** 1.4 STRATEGIES ****************************** In this section, I will give a few different combinations for how to make a magneto "build." First,I will go through and explain what Stats to use. Then I will list a group of skills and give them a nickname while describing their usefulness together for later reference. NOTE: You receive no extra bonus/ nothing special happens if you use these abilities the way I'm telling you to. I'm just grouping them this way for reference, plain and simiple. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX As far as Statistics go, it depends on high of a level you want to get your Magneto to. IF you plan on getting extremely high (75-99) then don't put all your points into focus. At level 99 without adding any points to it, Magneto has 151 Focus points. In addition, you probably will want to give him some of the Focus Tech stations. If This is the case, he will need much less than 100 focus before you're wasting points. For your excess points, I would say go with mainly body. Strike is fairly useless for him, and his passives more than make up for the lack of speed. If you are just playing to beat the game once, I would recommend putting 3 focus/level at least. You're only going to make it to level 50. 60 max. He needs a lot of Focus so you might as well give it to him. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX NAME: ULTRA DEFENCE SKILLS REQUIRED: Maxed Polarized Shield Maxed Intimidation Maxed Magnetic deflection BENEFITS: If you read what these abilities do above, it becomes clear Magneto looks more like a "Tank" character than he does someone who should fight from the back. He should have no problem jumping right up front and with this and using whatever you feel like XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Name: CLASSIC MAGNETO SKILLS REQUIRED: Maxed Shrapnel Sentry LEVEL 8 (7 skill points) Levitation LEVEL 1 Magnetic Grasp Maxed Mutant Mastery !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! SPOILER IN THE BENEFIT SECTION!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BENEFITS: This is probably his most fun set up. The only reason to get Levitation up that high is to lift cars in Act IV. Even though is such a small part of the game, I found it really fun. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX NAME: PARTY SUPPORT SKILLS REQUIRED: Maxed Leadership Maxed Supremacy BENEFITS: Higher skills for everyone, higher criticals for everyone. The extra exp doesn't hurt either. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX NAME: POWERHOUSE SKILLS REQUIRED: Maxed Shrapnel Sentry Maxed Metal Spikes BENEFITS: Two really high damaging moves. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX The Best Magneto build is sujbect to opinion, and equipment. My personal recommendation, is to go with Mutant mastery and get your one point into flight. After that work on his Ultra Defence skill set. When your level is high enough, start working on Shrapnel sentry. Don't do levitation until later in the game, if you have points to spare. Only use Shrapnel sentry to attack. You will be using a lot of Energy packs if you play this way but you'll be doing a lot of damage too. Depending on your play style, it may be a good idea to put one point into Magnetic Grasp. One point isn't going to hurt and the fun you get out of it is well worth it. ************************************************************ ****************************** 1.5 SUGGESTIONS ****************************** This sections will list tips, who I think he pairs well with in a party, and any other miscellaneous information that didn't fit in the other categories well. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Party Suggestion 1) Other Members: Professor X, Cyclops. Reasoning: If all three have maxed Leadership you get a massive experience bonus when executing a combo attack. The only downside is only the two characters who combo'd together get the bonus exp. Even so, this can be useful if you want to play as as a fourth person for leveling purposes as you'll get 4x the experience per kill. Even without Professor X you'd still get 3x the experience. Also, If Magneto has Supremacy maxed and Cyclops has Command maxed, you can get a +6 to skill bonus. Your whole team could benefit greatly from this and could leave the remaining 6 slots of all their skills open. After a few skills, it makes up for itself even with Magneto. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Party Suggestion 2) Other Memebers: Toad, Scarlet Witch, Juggernaut. Reasoning: 5% EXP adds up overtime, especially if you're using leadership. The 5% exp is just an added bonus though as this party works extremely well together. If you're playing as Magneto, Secretion will allow you do use Shrapnel Sentry faster, and Probability syphon will allow you to absorb energy from damage. This party clears things fast as you all have juggernaut to hide behind. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Party Suggestion 3) Other Members: Toad, Jean Grey, Cyclops. Reasoning: Cyclops for Suggestion 1, and Toad/Jean for reason 2 (sub mental vortex for probability syphon). The extra 15% Energy is an added bonus for the whole team, as well. If you Find you don't need Mental Vortex (especially with the extra ep) then sub Jean out for Professor X (if you have him) for exp or Iceman for damage. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX =================================================== XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX ************************************************************ ****************************** 1.6 CONTACT INFO ****************************** REASONS TO CONTACT ME: If you see any errors (I'm not perfect, and I didn't really check). You have something you'd like to add/point out. Since this is my first FAQ, I know it's not perfect and it's probably not one of the best looking. I would actually appreciate some constructive criticism. I will not respond to, nor do I care to get, e-mails or messages to the effect of "ur faq sux." If you're going to criticize, please list actual faults AND ways they can be improved. You want to use this FAQ on your website. I also don't mind be contacted if you need help with the game in general, but please keep in mind you can get help (and probably get it much more quickly as well) on the gamefaqs message board. If you ask a question that was clearly explain in this guide, or in another guide (don't ask danger room disc locations) I will probably just not respond. If you need to reach me, I am on AIM, Screen name Zibanzo. My Email address is Zibanzo@yahoo.com ************************************************************ ****************************** 1.7 Thanks, Credits ****************************** Thanks to Kraftwerk for making the song Popcorn. I would have never had the energy to make this without listening to that for two hours straight. Thanks to PatrickRThomas for the Supremacy/Command idea. Also, Thanks to Kaj for all his imput on "ZIBANZO TOPIC" in the forums. I not sure, but I may have taken something from something that he might have said :D. ************************************************************ ****************************** 1.8 LEGAL BANTER ****************************** All trademarks and copyrights contained in this document are owned by Marvel. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Copyright 2005 Spencer Bell/Zibanzo