Mastermind: Difference between revisions

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A Mastermind is a leader of pets. Their primary ability is to summon a small army of one type of pet to do their dirty work. There are generally three pet powers in each power set, each of which summons more powerful pets than the last. These pet powers increase the number of pets that can be summoned as you gain levels. The maximum number of pets is three basic, two advanced, and one ultimate pet.
{{TOCleft}}
{{Infobox_AT
|image=[[File:v_archetypeicon_mastermind.png]]
|pri=[[Summon]]
|sec=[[Buff]]/[[Debuff]]
|inherent=[[Inherent Powers#Supremacy|Supremacy]]
|hp_base=803.2
|hp_max=1606.4
|anc_sets=9
|dam_melee=0.550
|dam_range=0.550
|buff_dam_melee=0.080
|buff_def_melee=0.090
|buff_res_melee=0.100
|buff_tohit_melee=0.080
|debuff_dam_melee=0.100
|debuff_def_melee=0.100
|debuff_res_melee=0.100
|debuff_tohit_melee=0.100
|endmod_melee=1.100
|fear_melee=1.490
|heal_melee=117.799
|healself_melee=80.317
|immob_melee=1.490
|kb_melee=2.077
|sleep_melee=1.490
|slow_melee=1.000
|stun_melee=1.490
|taunt_melee=1.030
|threat_melee=2.0
|buff_dam_range=0.075
|buff_def_range=0.075
|buff_res_range=0.075
|buff_tohit_range=0.075
|debuff_dam_range=0.075
|debuff_def_range=0.075
|debuff_res_range=0.075
|debuff_tohit_range=0.075
|endmod_range=1.000
|fear_range=1.192
|heal_range=107.090
|immob_range=1.192
|kb_range=1.662
|sleep_range=1.192
|slow_range=1.000
|stun_range=1.490
|taunt_range=1.030
|threat_range=2.0
|dam_res_max=75%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=400%
|dam_min=10%
|def_max=175%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2000%
|regen_min=0%
|recov_max=750%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1153 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==


lvl 1: first pet power<br>
As a '''Mastermind''', you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly Ninja, order hardened soldiers, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your own powers to enhance them or weaken your foes. The Mastermind is a difficult class to play, often demanding constant attention to control your minions and stave off the retribution of your enemies.
lvl 6: first pet power gets 2nd pet<br>
 
lvl 12: second pet power<br>
The Mastermind's powers have a 25% higher endurance cost than all other [[Archetypes]]. Their power sets are:
lvl 18: first pet power gets 3rd pet<br>
 
lvl 24: second pet power gets 2nd pet<br>
'''Primary''': [[Summon]]<br />
lvl 26: third pet power<br>
'''Secondary''': [[Buff]]
 
{{ATStats|survive=7|melee=3|ranged=4|control=3|support=5|pets=10}}
 
== Power Sets ==
{{section columns
| heading 1 =
=== Primary Power Sets ===
| section 1 =
A Mastermind's primary power sets are designed specifically for summoning. They are:
{{Category Listing|Mastermind Primary}}
 
| heading 2 =
=== Secondary Power Sets ===
| section 2 =
A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
{{Category Listing|Mastermind Secondary}}
 
| heading 3 =
=== Ancillary Power Pools ===
| section 3 =
* [[Dark Mastery (Mastermind)|Dark Mastery]]
* [[Electricity Mastery (Mastermind)|Electricity Mastery]]
* [[Energy Mastery (Mastermind)|Energy Mastery]]
* [[Fire Mastery (Mastermind)|Fire Mastery]]
* [[Ice Mastery (Mastermind)|Ice Mastery]]
 
| heading 4 =
=== Patron Power Pools ===
| section 4 =
* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
* [[Mace Mastery#Mastermind|Mace Mastery]]
* [[Mu Mastery#Mastermind|Mu Mastery]]
* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
}}
=== Inherent Power ===
* [[Inherent Powers#Supremacy|Supremacy]] gives a damage bonus to a Mastermind's nearby pets and allows them to be used to intercept incoming damage.
 
== Henchmen vs. Pets ==
All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 22. They also gain access to one Henchman upgrading power at level 6 and another at level 26.
 
Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's [[Combat Level]], not his Threat Level, so [[Lackey]]ing and Malefactoring can affect it.
 
{| class="wikitable"
|+ Numbers of Henchmen per Level
|-
!Level || Tier 1 || Tier 2 || Tier 3 || Total || Notes
|-
|1||1||0||0||1||
|-
|6||2||0||0||2||First upgrade power
|-
|12||2||1||0||3||
|-
|18||3||1||0||4||
|-
|22||3||1||1||5||
|-
|24||3||2||1||6||
|-
|26||3||2||1||6||Second upgrade power
|}
 
Henchmen are different from traditional pets in several ways.
 
* '''Commands'''. This is the obvious one. Only Henchmen may be given orders and aggression stances. Also, only Henchmen may be made to speak or use emotes.
* '''Resummoning'''. Using a pet-summoning power automatically dispels any pets still alive from the last use and creates a brand-new pet, or a full set of pets, with no buffs or debuffs. Using a Henchman-summoning power only replaces missing Henchmen that have been defeated or dispelled.
* '''Warping'''. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
* '''Inspirations'''. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)
 
== Historical ==
{{Historical|type=section|reason=change}}
 
* Masterminds were added to the game in [[Issue 6]], originally a City of Villains [[archetype]]. Their original primary powersets were Mercenaries, Necromancy, Ninjas, and Robotics. Their original secondary powersets were Dark Miasma, Force Field, Poison, Traps, and Trick Arrow.
* Thugs, Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in [[Issue 7]].
* Storm Summoning was [[Power Set Proliferation|proliferated]] to Masterminds in [[Issue 12]].
* Pain Domination was added to the game in [[Issue 13]].
* Thermal Radiation was proliferated to Masterminds in [[Issue 16]].
* Demon Summoning was added to the game in [[Issue 17]] for players who prepurchased [[Going Rogue]].
* The [[Ancillary Power Pools]] became available to Masterminds in [[Issue 18]].
* After [[Issue 21]], access to Masterminds required [[VIP Player|VIP status]], purchase on the [[Paragon Market]], or 13 [[Reward Token]]s in the [[Paragon Rewards Program]]. This requirement no longer exists on Homecoming.
* Sonic Resonance was proliferated to Masterminds in Issue 21.
* Time Manipulation was added to the game in Issue 21.
* Beast Mastery was added to the game on March 20, 2012.
* Nature Affinity was added to the game on August 21, 2012.
* Cold Domination, Empathy, Kinetics, and Radiation Emission were proliferated to Masterminds in [[Issue 25]].
* Mastermind Pet AI and command behavior was heavily revised in [[Issue 26 Page 4|Issue 26, Page 4]].
* Electrical Affinity was added to the game in [[Issue 26 Page 5|Issue 26, Page 5]].
* Mercenaries, Necromancy, Ninjas, and Robotics were reworked in [[Issue 27 Page 5|Issue 27, Page 5]].
 
== See Also ==
* [[Archetypes]]
* [[Mastermind Strategy]]
 
== External Links ==
* [http://web.archive.org/web/20121025125339/http://na.cityofheroes.com/en/game_info/archetypes/villain_archetypes.php Archetypes documentation] on official City of Villains site
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
 
 
{{Navbox Archetypes}}
 
[[Category:Archetypes]]

Latest revision as of 01:41, 26 February 2024

Mastermind
V archetypeicon mastermind.png
Primary Summon
Secondary Buff/Debuff
Inherent Supremacy
Base HP 803.2
Max HP 1606.4
Primary Sets 7
Secondary Sets 16
Epic Power Pools 9
v  d  e


Overview

As a Mastermind, you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly Ninja, order hardened soldiers, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your own powers to enhance them or weaken your foes. The Mastermind is a difficult class to play, often demanding constant attention to control your minions and stave off the retribution of your enemies.

The Mastermind's powers have a 25% higher endurance cost than all other Archetypes. Their power sets are:

Primary: Summon
Secondary: Buff

Mastermind Stats
Survivability
7
Melee Damage
3
Ranged Damage
4
Crowd Control
3
Support
5
Pets
10

Power Sets

Primary Power Sets

A Mastermind's primary power sets are designed specifically for summoning. They are:

Inherent Power

  • Supremacy gives a damage bonus to a Mastermind's nearby pets and allows them to be used to intercept incoming damage.

Henchmen vs. Pets

All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 22. They also gain access to one Henchman upgrading power at level 6 and another at level 26.

Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's Combat Level, not his Threat Level, so Lackeying and Malefactoring can affect it.

Numbers of Henchmen per Level
Level Tier 1 Tier 2 Tier 3 Total Notes
1 1 0 0 1
6 2 0 0 2 First upgrade power
12 2 1 0 3
18 3 1 0 4
22 3 1 1 5
24 3 2 1 6
26 3 2 1 6 Second upgrade power

Henchmen are different from traditional pets in several ways.

  • Commands. This is the obvious one. Only Henchmen may be given orders and aggression stances. Also, only Henchmen may be made to speak or use emotes.
  • Resummoning. Using a pet-summoning power automatically dispels any pets still alive from the last use and creates a brand-new pet, or a full set of pets, with no buffs or debuffs. Using a Henchman-summoning power only replaces missing Henchmen that have been defeated or dispelled.
  • Warping. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
  • Inspirations. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)

Historical

This section contains information about changes that took place in City of Heroes/Villains. It is provided for historical purposes.

  • Masterminds were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Mercenaries, Necromancy, Ninjas, and Robotics. Their original secondary powersets were Dark Miasma, Force Field, Poison, Traps, and Trick Arrow.
  • Thugs, Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Storm Summoning was proliferated to Masterminds in Issue 12.
  • Pain Domination was added to the game in Issue 13.
  • Thermal Radiation was proliferated to Masterminds in Issue 16.
  • Demon Summoning was added to the game in Issue 17 for players who prepurchased Going Rogue.
  • The Ancillary Power Pools became available to Masterminds in Issue 18.
  • After Issue 21, access to Masterminds required VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program. This requirement no longer exists on Homecoming.
  • Sonic Resonance was proliferated to Masterminds in Issue 21.
  • Time Manipulation was added to the game in Issue 21.
  • Beast Mastery was added to the game on March 20, 2012.
  • Nature Affinity was added to the game on August 21, 2012.
  • Cold Domination, Empathy, Kinetics, and Radiation Emission were proliferated to Masterminds in Issue 25.
  • Mastermind Pet AI and command behavior was heavily revised in Issue 26, Page 4.
  • Electrical Affinity was added to the game in Issue 26, Page 5.
  • Mercenaries, Necromancy, Ninjas, and Robotics were reworked in Issue 27, Page 5.

See Also

External Links