Mastermind: Difference between revisions
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* Nature Affinity was added to the game on August 21, 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]]. | * 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]]. | * Electrical Affinity was added to the game in [[Issue 26 Page 5|Issue 26, Page 5]]. | ||
Revision as of 04:28, 23 January 2021
Mastermind | |
---|---|
Primary | Summon |
Secondary | Buff/Debuff |
Inherent | Supremacy |
Base HP | 803.2 |
Max HP | 1606.4 |
Primary Sets | 7 |
Secondary Sets | 16 |
Epic Power Pools | 8 |
Modifiers (at level 50)
| |
Limits (at level 50)
| |
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 power sets are:
Primary: Summon
Secondary: Buff
- Survivability
-
7
- Melee Damage
-
3
- Ranged Damage
-
4
- Crowd Control
-
3
- Support
-
7
- Pets
-
10
Power Sets
Primary Power Sets
A Mastermind's primary power sets are designed specifically for summoning. 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 26. They also gain access to one Henchman upgrading power at level 6 and another at level 32.
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.
Level | Tier 1 | Tier 2 | Tier 3 | Total |
---|---|---|---|---|
1 | 1 | 0 | 0 | 1 |
6 | 2 | 0 | 0 | 2 |
12 | 2 | 1 | 0 | 3 |
18 | 3 | 1 | 0 | 4 |
24 | 3 | 2 | 0 | 5 |
32 | 3 | 2 | 1 | 6 |
- The Mastermind Primary sets are:
Secondary Power Sets
- A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
Ancillary Power Pools
Patron Power Pools
* Patron Power Pools require villain alignment to obtain.
Inherent Power
Henchmen vs. Pets
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
- 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.
See Also
External Links
- Archetypes documentation on official City of Villains site
- Official City of Heroes Manual as a PDF file