Mastermind: Difference between revisions
imported>Eabrace m (splitting strategy) |
imported>Eabrace m (+Infobox, +Historical, -"faction") |
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{{Infobox_AT | |||
|image=[[File:v_archetypeicon_mastermind.png]] | |||
|alignment=villain | |||
|pri=[[Summon]] | |||
|sec=[[Buff]]/[[Debuff]] | |||
|inherent=[[Inherent Powers#Supremacy|Supremacy]] | |||
|hp_base=803.2 | |||
|hp_max=1606.4 | |||
|pri_sets=5 | |||
|sec_sets=7 | |||
|anc_sets=4 | |||
|dam_melee=0.550 | |||
|dam_range=0.550 | |||
|buff_def_melee=0.090 | |||
|buff_dam_melee=0.080 | |||
|buff_hpmax_melee=0.080 | |||
|buff_tohit_melee=0.080 | |||
|debuff_def_melee=0.100 | |||
|debuff_dam_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 | |||
|res_melee=0.100 | |||
|sleep_melee=1.490 | |||
|slow_melee=1.000 | |||
|stun_melee=1.490 | |||
|taunt_melee=1.030 | |||
|threat_melee=2.0 | |||
|buff_def_range=0.075 | |||
|buff_dam_range=0.075 | |||
|buff_hpmax_range=0.100 | |||
|buff_tohit_range=0.075 | |||
|debuff_def_range=0.075 | |||
|debuff_dam_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 | |||
|res_range=0.075 | |||
|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 == | ||
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 street thugs, 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 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. | 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 street thugs, 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 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. | ||
Alignment: '''Villain''' | |||
The Mastermind's power sets are: | The Mastermind's power sets are: | ||
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* [[Thugs]] | * [[Thugs]] | ||
=== Secondary Power Sets === | === Secondary Power Sets === | ||
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* [[Dark Miasma]] | * [[Dark Miasma]] | ||
* [[Force Field]] | * [[Force Field]] | ||
* [[Pain Domination]] | * [[Pain Domination]] | ||
* [[Poison]] | * [[Poison]] | ||
* [[Storm Summoning]] | * [[Storm Summoning]] | ||
* [[Traps]] | * [[Traps]] | ||
* [[Trick Arrow]] | * [[Trick Arrow]] | ||
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=== Patron Power Pools === | === Patron Power Pools === | ||
* [[Leviathan Mastery]] | * [[Leviathan Mastery#Mastermind|Leviathan Mastery]] | ||
* [[Mace Mastery]] | * [[Mace Mastery#Mastermind|Mace Mastery]] | ||
* [[Mu Mastery]] | * [[Mu Mastery#Mastermind|Mu Mastery]] | ||
* [[Soul Mastery]] | * [[Soul Mastery#Mastermind|Soul Mastery]] | ||
=== Inherent Power === | === Inherent Power === | ||
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* '''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.) | * '''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.) | ||
* '''Names''' Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind. | * '''Names''' Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind. | ||
== Historical == | |||
{{Historical|type=section|reason=change}} | |||
* Masterminds received Thugs when it was added to the game in [[Issue 7]]. | |||
* Storm Summoning was [[Powerset Proliferation|proliferated]] to Masterminds in [[Issue 12]]. | |||
* Masterminds were the only Archetype not to get a new Primary powerset in Issue 12. | |||
* Masterminds received Pain Domination when it was added to the game in [[Issue 13]]. | |||
== See Also == | == See Also == |
Revision as of 21:31, 13 August 2009
Mastermind | |
---|---|
Primary | Summon |
Secondary | Buff/Debuff |
Inherent | Supremacy |
Base HP | 803.2 |
Max HP | 1606.4 |
Primary Sets | 7 |
Secondary Sets | 17 |
Epic Power Pools | 4 |
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 street thugs, 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 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.
Alignment: Villain
The Mastermind's power sets are:
Primary: Summon
Secondary: Buff/Debuff
The Mastermind has Low Hit Points and Medium Damage.
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.
The Mastermind Primary sets are:
Secondary Power Sets
A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
Patron Power Pools
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.)
- Names Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind.
Historical
- Masterminds received Thugs when it was added to the game in Issue 7.
- Storm Summoning was proliferated to Masterminds in Issue 12.
- Masterminds were the only Archetype not to get a new Primary powerset in Issue 12.
- Masterminds received Pain Domination when it was added to the game in Issue 13.
See Also
External Links
- Archetypes documentation on official City of Villains site
- Official City of Heroes Manual as a PDF file