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{{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 ==
== Overview ==
{{TOCright}}
[[Image:v_archetypeicon_mastermind.png|left]]
The '''Mastermind''' may well be the most complex archetype in City of Villains.  Much of your power comes from the various Henchmen (or "pets") you can summon to your side, such as the living dead, a band of ninja, several mechanized monstrosities, a team of mercenaries, or even some punks off the street.  Since you must simultaneously control your character and the minions you command, the Mastermind is a daunting archetype.  Of course, it's also one of the more powerful archetypes in the game; no one but a Mastermind can function as a one-man group!


As a Mastermind, you'll play very differently from other villains, primarily due to your ability to summon henchmen. In City of Villains, there are five types of henchmen: Zombies, Ninja, Robots, Soldiers, and Thugs. Each type has its own strengths and weaknesses, but the deciding factor in combat is how these pets are controlled by you, their master. You need to be aware of your surroundings at all times, since the well-being of your henchmen is vital to your own—a Mastermind without henchmen is easy prey.
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:
The Mastermind's powers have a 25% higher endurance cost than all other [[Archetypes]]. Their power sets are:


'''Primary''': [[Summon]]<br>
'''Primary''': [[Summon]]<br />
'''Secondary''': [[Buff]]/[[Debuff]]
'''Secondary''': [[Buff]]


The Mastermind has Low Hit Points and Medium Damage.
{{ATStats|survive=7|melee=3|ranged=4|control=3|support=5|pets=10}}


== Power Sets ==
== Power Sets ==
 
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
| section 1 =
A Mastermind's primary power sets are designed specifically for summoning. They are:
{{Category Listing|Mastermind Primary}}


A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind sets have a common structure. All mastermind Primary gain access to their first type of pet at level 1, another type of pet at level 12, and another, third type of pet at level 26. They also gain an Upgrade Ability to each pet at level 6, and another Upgrade at level 32.
| heading 2 =
 
Unlike many other power sets, the Summon Powers available to these powersets distinctly change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6 their first Pet Summon power, instead of summoning one pet of an equal level to his level, instead summons two minions at the Mastermind's level-1. Then, at level 18 the power changes further, summoning a third pet, and all three pets are at the Mastermind's level-2. The second-tier pet also undergoes changes like this - a second appears at level 24, and both are at -1 to the Mastermind instead of at +0.
 
The Mastermind Primary sets are:
 
* [[Mercenaries]]
* [[Necromancy]]
* [[Ninjas]]
* [[Robotics]]
* [[Thugs]]
 
=== Secondary Power Sets ===
=== Secondary Power Sets ===
| section 2 =
A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
{{Category Listing|Mastermind Secondary}}


A Mastermind's secondary power sets are designed for buffing.  They are:
| heading 3 =
 
=== Ancillary Power Pools ===
* [[Dark Miasma]]
| section 3 =
* [[Force Field]]
* [[Dark Mastery]]
* [[Poison]]
* [[Electricity Mastery (Mastermind)|Electricity Mastery]]
* [[Traps]]
* [[Energy Mastery (Mastermind)|Energy Mastery]]
* [[Trick Arrow]]
* [[Fire Mastery (Mastermind)|Fire Mastery]]
* [[Ice Mastery (Mastermind)|Ice Mastery]]


| heading 4 =
=== Patron Power Pools ===
=== 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.


* [[Leviathan Mastery]]
== Henchmen vs. Pets ==
* [[Mace Mastery]]
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.
* [[Mu Mastery]]
* [[Soul Mastery]]


== Strategies ==
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.


=== Henchmen Control ===
{| class="wikitable"
Quite possibly the most powerful controls for your pets were first published on the [http://boards.cityofvillains.com Official Forums] by Sandolphan. [http://boards.cityofvillains.com/showflat.php?Number=3949032&Main=3949032#Post3949032 Link to Guide]. Check out The Paragon Wiki article on [[Mastermind Numpad Pet Controls]], which includes minor improvements on the original controls.
|+ 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
|}


Another excellent form of henchmen control comes from Monorail in the form of [http://sourceforge.net/projects/citybinder/ City Binder] (link is to a [http://sourceforge.net/ Sourceforge.net]  project). Monorail also keeps updating his thread on the [http://boards.cityofheroes.com Official Forums] in the [http://boards.cityofheroes.com/postlist.php?Board=faq Player Guides] section ([http://boards.cityofheroes.com/showflat.php?Number=4002213 link to thread]), as well as in the [http://www.citygametracker.com/ City Game Tracker] forums [http://forums.citygametracker.com/default.aspx?ForumGroupID=5 in this thread].
Henchmen are different from traditional pets in several ways.


Both controls use bind files (text files to bind actions to certain keys) that allow you to quickly change which henchemen you wish to control.
* '''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.)


=== Bodyguard ===
== Historical ==
{{Historical|type=section|reason=change}}


Issue 7 brings with it a a new defensive feature for Masterminds, '''Bodyguard'''. The above henchmen controls are vital in order to properly use this feature, as waiting for foes with AoE and Cone attacks can be hazardous to your health. (Beware Longbow Flamethrowers).
* 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]].


''The following was copied directly from the [http://www.cityofheroes.com/news/patch_notes.html Patch Notes] when [[Issue 7]] went live on 6/6/06.''
== See Also ==
* [[Archetypes]]
* [[Mastermind Strategy]]


* Mastermind Bodyguards: You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow Orders. Your pets must be within Supremacy range for this function to work.
== External Links ==
* Bodyguard Damage Mitigation: When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage that the pets themselves might incur from Area attacks.
* [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
** Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points.
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
** Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal.


=== Agro Management ===


Since NPCs--with the exception of those ambushing the character--will treat a Mastermind's henchmen as individual entities, henchmen can be used to direct agro from a group of enemies with no considerable risk to the player or team. This is espcially helpful in solo play, where larger groups can easily overpower the low hit points and damage resistence of the archetype. Keeping agro held on the henchmen and picking off individual targets will yield a much lower threat to the Mastermind and enable him to take risks that would be considered foolish to be taken by other archetypes.
{{Navbox Archetypes}}
 
In addition to the various directions from which damage can originate toward an enemy, henchmen are completely expendable. If one is defeated, it can be respawned. While the benefits of Supremecy will not be available unless at close range, a Mastermind can defeat mobs of enemies from dozens of feet away. This tactic ensures that the Mastermind never draws any agro whatsoever.
 
=== Damage Balance ===
 
All Mastermind primary power sets provide three ranged attacks and three types of henchmen. Using either one exclusively will yield a generally inadequate amount of damage output. However, when a Mastermind works with his henchmen to deal damage to foes, the combination of attacks can be brutal. Since equipped henchmen have multiple attacks which recharge quickly, there is a consistent onslaught of damage pouring in from multiple sources. And with the Mastermind's personal ranged attacks--which deal significantly greater damage than the henchmen's attacks--an enemy can find itself with low hit points after just a single round of attacks.
 
The Mastermind can be a difficult archetype to use effectively due to a large number of considerations introduced by the henchmen, but when used well can solo in some situations that other archetypes will find taxing at best. For example, soloing [[Archvillain]]s on Villainous, which will [[Con System|con]] as Elite Bosses, is typically only moderate risk for a Mastermind where it is dangerous for most other archetypes.
 
=== Secondary Purpose ===
 
The concept of the henchman is often intimidating for newer players and a mindset develops where the henchmen are the only effectiveness that a Mastermind possesses. The truth is quite the opposite, as the Mastermind's secondary power sets are geared towards buffing allies and debuffing enemies. While the strategy exists that remaining close to the henchmen for the Supremacy buff is desireable, a Mastermind shouldn't be afraid to stray from his henchmen in order to aid allies or hinder enemies. With the exception of PvP, a Mastermind is typically free to wander around the battlefield while the NPCs attack the henchmen and teammates.
 
Taking the above into consideration, a Mastermind can function effectively as if a [[Defender]]. Some Masterminds are desireable to have on a team both for agro control and defensive purposes; and [[Poison#Alkaloid|Alkaloid]] from the [[Poison]] power set is a reliable ally heal, which is often an in-demand feature for teams.
 
== External Links ==
 
* [http://www.cityofvillains.com/gameinfo/archetypes.html Archetypes documentation] on official City of Villains site
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 05:30, 28 July 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 17
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 Homecoming: 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