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| Freedom |
UP |
| Justice |
UP |
| Pinnacle |
UP |
| Virtue |
UP |
| Liberty |
UP |
| Guardian |
UP |
| Infinity |
UP |
| Protector |
UP |
| Victory |
UP |
| Champion |
UP |
| Triumph |
UP |
| Training Room |
UP |
Last Updated: 2008-07-24 04:00:02 EST
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Written by Red Zero
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------------------------------------------------------------ MASTERMIND
NOTES v.3.0 (Issue 7)
------------------------------------------------------------
FOREWORD:
If nothing
else know this… Log on to City of Villains, load up your
Mastermind and type it in now! Learn it! Use it!
/macro Goto, petcom_all goto
TABLE OF CONTENTS
Archetype
Summary
* A Basic Overview
* Summons * Henchman Powers
* Slotting Henchmen
* Supremacy – The Mastermind’s Inherent
Power
* Traveling With Henchmen
* Inspirations – Not just for the Mastermind
* Upgrading Henchmen
* The Henchmen AI
* Weaknesses
Commanding
Henchmen and Henchmen Options
* Just Starting Out
* The 7 Colored Macro Command Buttons - How to get them on
your tray
* Henchmen Commands - The Advanced Course
* Bodyguard Mode for Henchmen
* The Basics of How to Write Macros and Binds
* Recommended Henchmen Controls
Power
Set Quick Reference
* Henchman Summoning Tiers
* Henchman Unlock Guide
Primary Power Sets *
Mercenaries
*
Necromancy
*
Ninjas *
Robotics *
Thugs
Secondary Power Sets * Dark
Miasma
* Force
Field
* Poison
* Traps *
Trick
Arrow
Power
Pool Notes * Concealment
* Fighting Pool
* Fitness Pool
* Flight Pool
* Leadership Pool
* Leaping Pool
* Medicine Pool
* Presence Pool
* Speed Pool
* Teleportation Pool
Patron
Power Pools * Going Rogue!
* Ghost Widow – Soul Mastery
* Black Scorpion – Mace Mastery
* Mako – Leviathan Mastery
* Scirocco – Mu Mastery
CREDITS
and Acknowledgements Appendix
- A The City of Heroes/Villians
Command list
More Mastermind Notes may be
added later
on with in this
thread but
will not be reflected in the Table of Contents here due to time of
posting.
------------------------------------------------------------
ARCHTYPE SUMMERY ------------------------------------------------------------
The
Mastermind
Hit Points: Low Damage:
Medium Primary Powers: Summon Secondary
Powers: Support
A Basic 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 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. Learn to
use the Goto command.
Summons: There are 3
basic Sub-types of summons: Henchmen, Pets, and
Objects. Even though Henchmen are generically lumped in as
“Pets”, they
all differ in some very important ways. - HENCHMEN
- Henchmen can be issued commands, and they are the core of the
Mastermind’s Primary Power Sets. Henchmen exist indefinitely
until the
Mastermind changes map zones, are dismissed, or are defeated. Also,
unlike pets, Henchmen can be given unique names.
- PETS - Pets can not be issued commands, are
temporary and
must be resummoned periodically. Pets act as if always on Follow
Aggressive though they may not always be mobile, they are in fact,
targetable.
- OBJECTS - Objects are items or effects that are
separate from the character and are untargetable.
Henchmen Powers
Each Mastermind Power Set has three Henchmen powers, the
first one
is available at level 1, the second is available at level 12, and the
last one is available at level 26.
The Tier 1 Henchmen power can summon up to three Henchmen.
You get
one Henchman at level 1 to 5. At level 6 you get your second Tier 1
Henchman, and at level 18 you get your third. When you get your second
Tier 1 Henchman, they are both summoned at 1 level below you. When you
get your third Tier 1 Henchman they are all summoned 2 levels below
you. There is no option to summon less than those numbers.
The Tier 2 Henchmen power can summon up to two Henchmen. You
get
the second Tier 2 Henchman at level 24. These Henchmen tend to be
"support" Henchmen, for example the Protector Bot has a Force Field
power and when upgraded gets a healing power.
The Tier 3 Henchmen power summons one Henchman at your level.
This is your most powerful Henchman.
When summoned your Henchmen will have your name under theirs.
This
is so you can tell whose Henchmen belong to whom. You can also name
your Henchmen by right-clicking them and selecting "Rename". From that
point forward that Henchman is going to be summoned with that name. You
can rename your Henchmen at any time.
Slotting Henchmen
Powers
These Henchmen powers are all capable of having Enhancement
Slots
put in them. These slots affect the Henchman that are summoned. If you
put Damage Enhancements into those slots, then the summoned Henchmen
will do more damage. If you put Defense Buff Enhancements into those
slots, your Henchmen will have better Defense. If you put an Endurance
Reduction into those slots, your Henchmen will use less endurance when
using his powers. Henchmen powers can not take Recharge Reduction
enhancements.
Some of the types of enhancements allowed to be
slotted by in a
henchmen are only applicable once a henchmen is upgraded with one of
the two upgrade powers in the Power Sets.
Endurance Reduction Enhancements will affect both your
endurance
cost for summoning AND reduce the endurance costs for the henchmen
summoned.
Supremacy
Masterminds have an inherent, unslottable, power called
Supremacy.
This power is an "aura" power that increases the Accuracy and Damage of
your Henchmen that are close to you. This ensures that Masterminds that
want maximum effectiveness out of their Henchmen are somewhat at risk
themselves of attack. Supremacy adds 25% to damage, 10% to accuracy,
has a 65 foot radius, and is line-of-sight dependant. With Supremacy,
Masterminds can benefit from Bodyguards as well.
Bodyguard Mode
Any Henchmen under the effects of Supremacy and in
Follow/Defensive
will act like Bodyguards for the Mastermind. Every Henchmen who is in
Bodyguard mode takes a single share of any damage that hits the
Mastermind, and the Mastermind only receives two shares. All shares are
divided up evenly.
Traveling With
Henchmen
Henchmen can NOT travel across zone boundaries or into
mission
maps. You must resummon them on the new map. If you get too far away
from your Henchmen on any given map, they will automatically resummon
themselves near you (keeping any buffs they had). Note that this is
different than pets, which have a limited life span and will attempt to
follow you however they can regardless, and will not resummon
themselves near you.
Inspirations
Inspirations
can be used on your Henchmen by dragging the
Inspiration from your tray onto the name of the Henchman you want to
inspire in your Pet Window. You can not use an Awaken Inspiration on
your Henchmen, but they will gladly accept all other Inspirations and
use them immediately. You can also drag the Inspiration
directly onto the Henchmen you wish to inspire.
Upgrading Your
Henchmen
There are two Upgrade powers in each Mastermind Primary
power set.
These add powers onto your Henchmen. The powers added vary by the
Henchman being upgraded. For example, Zombies get a vomit-like ranged
attack, and Battle Drones receive a Snipe attack with the first Upgrade
power. Your Henchmen will use these new powers as part of his attack
routine. You must re-equip the upgrades every time a henchmen is
summoned, but each upgrade lasts until the henchman is either defeated
or dismissed. Each upgrade is independent of the other and when both
are available you can equip both upgrades (generally recommended) as
they are bestow different abilities.
Henchmen AI
Henchmen either "Prefer Ranged" or
"Prefer Melee". This
means the
type of combat that you want them to be fighting in the majority of the
time. This does not mean that they will only use Ranged or Melee
attacks. Robot Henchmen prefer ranged attacks, but will use their melee
attack if the enemy is close enough. They will not back out of melee
range just to use ranged attacks, but they will use ranged attacks in
melee (though that is not always for the best.) Henchmen will generally
"stay" in either a Ranged or Melee mode when attacking, though some
henchmen have a tendency to run into melee while others will attack
from range regardless of what their preferred mode of attack should be.
When issuing an attack, henchmen will start their attack from Range
unless you move them close in to the target by either leading them to
the target as they follow you or use the GOTO command to send them
close to the target. If you need to pull them out away from the target
you should use a DEFENSIVE (or PASSIVE) FOLLOW command to call them
back to you or a GOTO command to move them away from the target (and
you).
Henchmen that can cast buffs will do so to ensure that you
and all
of your other Henchmen have the buff. Henchmen that heal will heal the
most damaged legal target when the healing power is recharged.
(Protector Bot healing can only heal other robots, not characters).
Henchmen can always see everything, regardless of whether
they
react to it or not. Henchmen are always targeting, regardless of what
mode they are in, whether AGGRESSIVE, DEFENSIVE, or PASSIVE. The mode
they are in merely limits their reactive range of perception. One
curiosity about this is that sometimes they will find
“targets” that
are unidentifiable or targetable to players and will attack them or try
to attack them. These are relatively benign bugs usually with the map.
Henchmen can turn on and off aura powers which they
are granted, such as Group Fly.
Henchmen perceive everything in a "list". This list has no
apparent
rhyme or reason, it just is. Henchmen do not prioritize this list in
any way that has been consistently observed. One oddity of this is that
if a Freakshow mob is defeated by a henchmen and that henchmen moves on
to another target, if the defeated Freakshow mob revives, the henchmen
will break from its current target and return to the revived Freakshow
mob to attack it.
Weaknesses
The Mastermind has 3 critical weak points: Any AoE (Area of
Effect) Attacks which are especially strong against multiple targets
(Fire is very bad, Earth is pretty bad too), large single damage
attacks which can easily and quickly devastate lower tier henchmen, and
the Mastermind who vulnerable to just about anything and has low
hitpoints and is easily mezzed (confuse based mez is exceptionally bad
as it will allow you to command henchmen but randomizes the command).
Keeping your henchmen up and running is important as when a henchmen
dies, its aggro must go somewhere, and the fewer henchmen there are
left, the greater the chance of the Mastermind being the target of that
stray aggro.
------------------------------------------------------------
COMMANDING
HENCHMEN AND HENCHMEN
OPTIONS
------------------------------------------------------------
------------------------------------------------------------
Just Starting Out
------------------------------------------------------------
When you start as a
Mastermind, you have three pre-made
Macros set
up for you. You can also find these in your Powers Tab located on your
power tray. You will need at least one other: /macro Goto,
petcom_all goto
This macro will let you send your henchmen to a target destination,
such as sending Zombies into a mob to do melee with them. These are not
ideal for any character but they will let you get started. For real
capablity for your character you will need to expand and customize
them. All henchmen come summoned in Defensive Follow (Bodyguard) mode.
*
Attack: This
will send all your henchmen to attack your currently selected target,
and then attack other targets within their aggro range. ( /petcom_all
Attack Aggressive )
*
Follow:This
will make all your henchmen follow you and attack things that come
within their aggro range. This is the default pet (NOT henchmen)
behavior for City of Heroes. ( /petcom_all Follow Aggressive )
* Heel:This
will make all your henchmen return to you, follow you, and never, ever
attack anything until given a new order.
( /petcom_all follow passive )
------------------------------------------------------------
The
7 Colored Macro Command Buttons - How to get them on your tray
------------------------------------------------------------
You can also
drag more macro buttons to the Power
Tray. These are
all editable, so once they are in your Power Tray you can right click
them and edit from there. There are 7 different ones, you start with a
default of three of them. You can have as many copies of these as you
want and make them all do different things. Each copy is individual so
even same looking buttons can be edited to do different functions.
Click
here for a visual reference.
To do this it is simple:
1) Summon Henchmen
2) On the Pet Window at the top, Click Options and switch to
Advanced
3) Make sure you can see the Icons on the right hand side of
the
menu that denote Mode and Command. If you can not at the top of the
menu there is an arrow next to the close menu button. Click it and make
it point Left.
4) Issue the Henchmen a Command or a Mode by clicking on one
of the Icons. Any Icon will do.
5) Now using the mouse pointer, click and hold the left mouse
button on that Icon and drag it to an empty slot on the power tray(s)
and drop it in. (If you can not drag it you will need to go to the
Menu->Options screen to enable dragging of the pet command
icons.)
6) Now, using the right mouse button click the Icon, and a
small
menu will appear. Click Edit, and you can customize this command button
for your own usage.
------------------------------------------------------------
Henchmen
Commands - The Advanced Course
------------------------------------------------------------
Advanced
Mode
Your Henchman interface lets you control two aspects of your
Henchmen, their Mode and their Commands. You can set these for each
individual Henchman, or type of Henchman (Tier 1, Tier 2, Tier 3), or
you can blanket set the same mode and command for all your Henchmen at
once.
There are three
different Modes:
* Aggressive:
Attack anything hostile that comes within detection range. * Defensive:
Attack anything that attacks me or my master. * Passive:
Don't attack anything.
They can also be
given different Commands:
* Attack
Attacks the thing you currently have targeted.
When it is defeated,
revert to Follow Me command. *
Goto: Goto a spot
designated by the player. Stay there until given a different Command. * Follow :
Follow the player around. *
Stay: Stand still in
this area, do not follow. (Stay is basically a "Goto the spot you are
currently on") *
Dismiss: Allows the
Henchmen a more dignified exit than /release_pets and can be specific
about which one(s).
These are used in combination. So "Aggressive Follow" means
"Follow
me around, attacking anything that we get close enough to". Or "Passive
Attack" means "Go attack this specific guy, and when you are done,
don't attack anyone else." "Attack" is not "attack everything I tab
to". AMT simply sends your Henchmen to attack your currently selected
target.
The use of Modes and Commands for Henchmen is used
exclusively by
Masterminds and only on their Henchmen pets. Other summoned pets can
not be controlled, nor will Dominators or City of Heroes Controllers
get the ability to command their pets to this level of detail. Those
pet powers have been balanced with a certain level of control in mind.
Slash Commands
The commands (which should show up
with /cmdlist) are:
/petcom (your currently selected henchman) /petcom_name
(name matching henchmen) /petcom_pow (power matching
henchmen) /petcom_all (all henchmen)
/petsay (your currently selected henchman) /petsay_pow
(name matching henchmen) /petsay_name (power matching
henchmen) /petsay_all (all henchmen)
Each of the petcom commands can be followed by one stance
and/or
one command. That probably sounds complicated so here are some
examples:
/petcom passive (tell current pet to be passive) /petcom_name
"zombie 2" dismiss (tell "zombie 2" to leave) /petcom_pow
Protector attack aggressive (tell all pets created by "Protector Bots"
to attack your target and be aggressive) /petcom_all goto
defensive (tell all pets to goto a spot and be defensive)
All of the words after the command, the game will search for
a best match, so you don't have to type in the full words:
Example:
/bind mbutton petcom_name zom att def
That would bind a command to the middle mouse
button to make all
pets with name starting with "zom", in this case zombies, attack and be
defensive. This feature is useful in commanding multiple henchmen with
similar name features as well.
Example: /Macro Go!
Petcom_pow nin goto agg
This will create a macro button called "Go!" that
will make all
Genin and Jounin goto a spot and be in aggressive mode so they will
automatically attack anything near by, but will not change the current
orders or mode of the Oni. This is because both Genin and Jounin have
the letters “nin” and not the Oni which only has
“ni”. The reference
argument can have as little as one single letter.
If you have a name with a empty space in it use
quote marks so that is accepted as one argument.
Example:
/petcom_name Sid the Squid att def
*This is an incorrect statement and will not work*
/petcom_name "Sid the Squid" att def
*This is the correct statement*
Also, you can use multiple petcom commands in a
single string. Use
the GOTO command last if it occurs with in the string. This is because
only one GOTO command can be handled at a time because it require
addition player input with the targeting reticle and will interrupt the
execution of the rest of the string. Giving multiple commands should
not be expected to work at all if they target the same henchman more
than once.
Example:
/macro petcom_pow "Protector Bot" Def Follow$$petcom_pow
"Assault Bot" stay agg$$petcom_pow "Battle Drone" Goto Agg
*this statement will work because it is targeting three
distinctly separate henchmen groups with different orders*
The petsay commands work the same way, but will
allow you to have
your pet say something. You can also issue emotes for the henchmen to
perform by using any emote with <em _____________> .
/petsay_all <em praise>You are the greatest! *That
will make your Henchmen bow and worship you and all say that you are
the greatest.*
For a full list of emotes goto these websites:
Official
City of Heroes Emote Guide
Mantid's
Animated CoH/V Emotes
You can use multiple petsay commands in the same
string and in conjunction with a petcom command.
Example:
/macro PULL "local GAMMA! Go draw their fire, we will back
you up!
$$emote attack$$petcom_name Gamma goto agg$$petsay_name Gamma
CHAAARRRGGGEEE!!! $$petsay_name Alpha No Gamma! Don't be a hero!
<em
no> $$petsay_name Beta I don't think he's coming back after
this…
<em grief> "
This will create a macro button in your power tray
called PULL, which when activate will do the following:
Mastermind: GAMMA! Go draw their
fire, we'll back you up! *The Mastermind thrusts his hand
forward signaling to go*
Gamma: CHAAARRRGGGEEE!!!
*The henchman named Gamma races forward to the targeted spot
and proceeds to attack anything near by*
Alpha: No Gamma! Don't be a hero!
*The henchman Alpha signals not to do it*
Beta: I don’t think he's
coming back after this…
*The henchman named Beta breaks down and cries at the
expected loss of his fellow henchman*
------------------------------------------------------------
Bodyguard Mode for Henchmen
------------------------------------------------------------
When henchmen are in the
Defensive Follow mode (the
default
summoned condition) and are under the influence of Supremacy ( the
Mastermind's inherent power), it enables a special function called
Bodyguard Mode. All henchmen in Bodyguard Mode (Defensive Follow) work
together to help protect the Mastermind from harm. When the Mastermind
takes damage, the damage will be split into shares. The Mastermind
always takes 2 shares and each henchman that qualifies for Bodyguard
duty (in Defensive Follow and under the influence of Supremacy) will
also take 1 share of damage. The amount of damage of each share is
equal, so the size of the share depends on how many ways the damage is
to be split up. The applies to all damage types and even to
unresistable damage. Only the Mastermind's defenses and resistances
apply to taking the damage. The henchmen get none of their defenses or
resistances applied to taking the damage because they are willingly
intervening and putting themselves in harms way and taking the damage
so that the Mastermind does not. In the case of Area of Effect (AoE)
attacks, it is well possible and likely that any bodyguard henchmen
could take damage for the Mastermind from the AoE attack AS WELL AS
damage from being hit by the AoE attack themselves. Any command or
action that changes a henchmen's status of Defensive Follow or takes
them out of the Supremacy influence will end their status as a
bodyguard until they meet the requirements again.
Code:
<font
class="post"> # of Mastermind's Bodyguard's Equivalent Damage
Bodyguards Damage Share Damage Share Resistance Value For Mastermind Only
0 All None 0 %
1 2/3 1/3 33 %
2 1/2 1/4 50 %
3 2/5 1/5 60 %
4 1/3 1/6 66 %
5 2/7 1/7 71.4 %
6 1/4 1/8 75 %
7 2/9 1/9 77.8 %
</font>
As you can see here, just
having a few henchmen
in bodyguard mode can make a significant difference with dimishing
benefits for every additional bodyguard added. Splitting the duties of
the henchmen between those that are attacking and those assigned as
bodyguards is one of the many aspects of playing a Mastermind that you
can play with. For most situations, having henchmen assigned as
bodyguards will not be necessary, but for the few that do, this can
save you. In PvP settings, this will be a life saver as players can
choose to neglect the henchmen and directly target the Mastermind.
------------------------------------------------------------
The Basics of How to Write Binds and Macros
------------------------------------------------------------
Also recommended are these
resources:
The
Incomplete and Unofficial Guide to
/bind (1.1)
Appendix
- A The City of Heroes/Villians
Command list
Definitions:
Bind - A bind is a command string that is bound to a key on
the
keyboard. Binding a command string to a key will cause it to execute
whenever the specified key is utilized. Your regular keys you use to
control your character are set up in this way and can be changed as
well.
Macro - A macro is a command string that is bound
to a "button" on
your power tray. The command string bound to the button will execute
anytime it is actuated.
For the most part, binds and macros are constructed
exactly the
same. The only difference is at the beginning where a bind designates a
key and a macro designates a label for the button to be made.
Examples:
/bind g petcom goto
/macro Goto petcom goto
These two binds and macros both perform the exact
same function
except that the bind will link the "g" key on the keyboard so that
every time it is pressed, any henchman that is selected will be given a
goto command. The macro does the exact same thing except that it
creates a button on the power tray that will say "Goto".
Binds can be made for any key. If you want to use a
combination of
keys like Shift and F1 then use a "+" in-between to combine them like
so:
/bind shift+f1 petcom goto
This bind will only work if both shift and F1 are
depressed together.
Format is important. Macros can be easily edited
later by
right-clicking the macro button and selecting edit. Editing binds after
they have been written and entered is a much more complicated task and
will not be covered here, but binds can be easily rewritten over and
erased after they have been made. Let's take an example and break it
apart for its formatting. The following example is a rewrite of the f10
button which issues your character's battle cry. The rewrite will add a
petcom command to it so that when you issue your battle cry using the
f10 key, all your henchmen will attack your selected target.
/bind F10 "petcom_all attack def$$emote attack$$say
$battlecry"
/ - The slash tells the chat window that you are
issuing commands
and not text to transmit. The slash is only required when using the
chat window, otherwise it is left out.
bind - The following command string is to be a key bind.
F10 - Is the target key combo that the bind is to be bound
to.
" ... " - The quotation marks tell the chat interface that
the
contents in-between the marks is to be treated as a single block of
text. In this case, the entire contents of what is between the
quotation marks is to be the bind bound to the F10 key.
petcom_all attack def - One of the petcom commands with 2
arguments that were discussed previously in this guide.
$$ - The double dollar signs indicate another command is to
follow
in the command string. Please note that no spaces are to be placed on
either side of the $$. The only exception is when the $$ follows a
string of chat text used in commands like SAY and LOCAL.
emote attack - The command for the Mastermind to execute the
Attack emote animation.
$$ - Another command is to follow separator.
say $battlecry - The Mastermind says his battlecry as listed
on his
ID card in whatever channel the chat box is currently linked too.
If we changed "bind" to "macro" like so:
/macro F10 "petcom_all attack def$$emote
attack$$say $battlecry"
It will do the exact same thing, except that
instead of binding to a key, it will create a button on the power tray
called F10.
------------------------------------------------------------
Recommended Henchmen Controls
------------------------------------------------------------
Your starting controls as
provided by the game are
rudimentary at
best. For the most optimal controls you will need to be able to create
and edit them yourself to your own preferences. What follow is a
suggested configuration that should provide you with better basic
henchmen control, especially for those just starting out as well as
some more visual cues when issuing orders.
1) Using the section titled "The 7 Colored Macro
Command Buttons", drag the Goto and Stay macro buttons to your command
tray.
2) Right click the Attack macro button and click Edit. Change
to the following: emote attack$$petcom_all attack defensive
3) Right click the Follow macro button and click Edit. Change
to the following: emote OverHere$$petcom_all follow defensive
4) Right click the Goto macro button and click Edit. Change
to the following: emote point$$petcom_all goto aggressive
5) Right click the Heel macro button and click Edit. Change
to the following: petcom_all passive
6) Right click the Stay macro button and click Edit. Change
to the following: emote RaiseHand$$petcom_all stay passive
7) In the Chat window enter: /macro DIS "emote
GoAway$$petcom_all dismiss" 8) In the Chat window enter:
/bind t "target_custom_near enemy alive"
9) In the Chat window enter: /bind g "petcom goto"
Also, for those who like to use their Numpad keys,
there is this popular configuration:
Khaiba's
Mastermind Numeric Keypad Pet
Controls - as posted by Sandolphan
------------------------------------------------------------
POWER SET QUICK
REFFERENCE ------------------------------------------------------------
Henchman Summoning
Tiers
------------------------------------------------------------ Tier
One: Zombies, Genin, Battle Drones, Soldiers, Medic, Punks, Pyro Tier
Two: Grave Knights, Jounin, Protector Bots, Spec Ops, Enforcers Tier
Three: Lich, Oni, Assault Bot, Commando, Bruiser Special
Tier: Ghost*, Dark Servant**, Seeker Drones**, Force Field Generator**,
Gang War**
*This henchman only exists for a limited time **This
pet cannot be commanded and only exist for a limited time
Henchmen and Pets
Unlock Guide
------------------------------------------------------------ LVL
1 : 1 Tier One Henchmen LVL 6 : 2 Tier One Henchmen* LVL
12 : 1 Tier Two Henchmen, 2 Tier One Henchmen* LVL 16 :
Force Field Generator (Traps Only), 1 Tier Two Henchmen, 2 Tier One
Henchmen* LVL 18 : Ghost (Necro Only), Gang War (Thugs
Only), Force Field
Generator (Traps Only), 1 Tier Two Henchmen, 3 Tier One Henchmen** LVL
24 : Ghost (Necro Only), Gang War (Thugs Only), Force Field
Generator (Traps Only), 2 Tier Two henchmen, 3 Tier One Henchmen** LVL
26 : Ghost (Necro Only), Gang War (Thugs Only), Force Field
Generator (Traps Only), 1 Tier Three Henchmen, 2 Tier Two Henchmen *, 3
Tier One Henchmen** LVL 28 : Seeker Drones (Traps Only),
Ghost (Necro Only), Gang War
(Thugs Only), Force Field Generator (Traps Only), 1 Tier Three
Henchmen, 2 Tier Two Henchmen *, 3 Tier One Henchmen** LVL
38 : Dark Servant (Miasma Only), Seeker Drones (Traps Only),
Gang War (Thugs Only), Force Field Generator (Traps Only), Ghost (Necro
Only), 1 Tier Three Henchmen, 2 Tier Two henchmen, 3 Tier One
Henchmen** *Summoned at -1 level (White Con) **Summoned
at -2 level (Blue Con)
------------------------------------------------------------
MERCENARIES
– Primary Power Set
------------------------------------------------------------
Despite their reputations,
Mercenaries are extremely
loyal and
dedicated soldiers. They are the best at what they do, and they always
follow orders, exactly what a Mastermind needs. Mercenaries typically
use conventional weapons and all Mercenaries have body armor that gives
them resistance to smashing and lethal damage and their training makes
them resistant to Confusion and Placate.
1: Burst
Quickly fires
a Burst of rounds at a single target at very
long
range. Damage is average, but the fire rate is fast. Can also reduce
the target's defense. Damage: Moderate(DoT), Recharge: 4 Seconds
1: Soldiers
- (1st and 2nd First Tier Henchmen)
Calls forth one to three Mercenary Soldiers (depending on
your
level) to do your bidding. The third Soldier you gain will be a Medic.
All Soldiers use Sub Machine Guns, but these can be upgraded. You may
only have 3 Soldiers under your control at any given time. If you
attempt to call Soldiers, you can only replace the ones you have lost
in battle. If you already have three, the power will fail. Recharge: 1
Minute Soldiers
- (1st and 2nd First Tier Henchmen)
Auto Res Confuse, Placate, Smashing (28), Lethal (28) Initial
Abilities: Super Leap, Brawl, ASMG Burst Equip Mercenary:
ASMG Heavy Burst Tactical Upgrade: Auto Fire Mercenaries-Soldier
Picture
Medic
- (3rd First Tier Henchman)
Auto Res Confuse, Placate, Smashing (28), Lethal (28) Initial
Abilities: Super Leap, Med Kit, SMG Burst, Brawl
Equip Mercenary: SMG Heavy Burst Tactical Upgrade:
Stimulant, Frag Grenade Mercenaries-Medic
Picture
2: Slug
Fires a single Slug at a targeted foe.
Firing a single Slug
is
slower than firing a Burst, but deals more damage, is longer range, and
can knock down foes. Damage: High, Recharge: 8 Seconds
6: Equip Mercenary
Equip your
Mercenary Henchmen with more advanced munitions
and
weaponry. This power permanently bestows new weapons and abilities to
one Mercenary Henchman. The powers gained are unique and dependant upon
the target Mercenary Henchman. This power only works on your Mercenary
Henchmen and you can only Equip any given Mercenary Henchman once.
Recharge: Slow
8: M30 Grenade
Launches a Grenade at long range from
beneath the barrel of
your
Assault Rifle. This explosion affects all within the blast radius, and
can knock them back. Damage: Moderate, Recharge: 6 Seconds
12: Spec Ops
You can enlist one to two highly
skilled Spec Ops Mercenary
(depending on your level). Spec Ops weapons are highly accurate and
long ranged, and they are adept in may different tactical weapons. Like
all Henchmen, Spec Ops can be equipped with even deadlier munitions.
You may only have 2 Spec Ops under your control at any given time. If
you attempt to summon more Spec Ops, you can only replace the ones you
have lost in battle. If you already have two, the power will fail.
Recharge: 16 Seconds Spec
Ops
Auto Res Confuse, Placate, Smashing (28), Lethal (28) Initial
Abilities: Super Leap, SCAR Burst, SCAR Heavy Burst, Web Grenade
Equip Mercenary: Rifle Butt, Flash Bang Tactical
Upgrade: SCAR Snipe, Tear Gas, Stealth
Mercenaries-Spec
Ops Picture
18: Serum
You can use a special Serum to turn
one Mercenary into a
virtually
Unstoppable killing machine for a short time. Once the Mercenary is
injected with this Serum, his Damage, Accuracy, Endurance Recovery, and
Damage Resistance to all damage except Psionics, will be greatly
increased. The target Mercenary will also be virtually immune to
controlling effects including Disorient, Sleep, Hold, Immobilize and
Knockback. After the Serum wears off, the Mercenary will be exhausted
and drained of all Endurance for a while. Recharge: 1 Minute 30 Seconds
26:
Commando
Enlists one highly trained Commando. The Commando is a
seasoned
professional who favors heavy assault weapons. He is simply a one may
army that can leave a wake of destruction in his path. In addition to
standard Soldier resistance, the Commandos experience also makes him
resistant to Fear and his rugged advanced training makes him slightly
resistant to Fire, Cold and Toxic Damage. You may only have 1 Commando
under your control at any given time. If you attempt to summon another
Commando, the power will fail. Recharge: 2 Minutes Commando
Auto Res Fear, Confuse, Placate, Smashing (28), Lethal (28),
Fire (7), Cold (7), Toxic (7) Initial Abilities: Super Leap,
Burst, Slug
Equip Mercenary: Buckshot, Full Auto Tactical
Upgrade: M30 Grenade, Flame-thrower, LRM Rocket Mercenaries
- Commando Picture
32: Tactical
Upgrade
Permanently Upgrade the most advanced tactical weapons and
gears to
one Mercenary Henchman. The Tactically Upgraded Mercenary will gain
powers, weapons and munitions. The powers gained are unique and
dependant upon the target Mercenary Henchman that is Upgraded. This
power only works on your Mercenary Henchmen and you can only Tactically
Upgrade any given Mercenary Henchman once. Recharge: 10 Seconds
------------------------------------------------------------
NECROMANCY
– Primary Power Set
------------------------------------------------------------
Command the forces of Death.
Necromancy allows you
to summon
undead henchmen to do your bidding. Some Necromancy powers can even
grant your undead henchmen additional powers. Most Undead Henchmen
generally have good resistances to Cold, Negative Energy, and Psionic
damage as well as Sleep, Fear and Disorient. They are vulnerable to
Energy and Fire damage. Undead Henchmen cannot be resurrected.
1: Dark
Blast
A long range blast of dark energy. Deals moderate Negative
Energy
damage and reduces the target's Accuracy. Damage: Moderate, Recharge: 4
Seconds
1:
Zombie Horde
Summons one to three Zombies (Depending on your level) to do
your
bidding. Zombies are very tough but can be slow and stupid. They start
our with only rudimentary melee attacks, but can be empowered with
range and even life draining powers. You may only have 3 Zombies under
your control at any given time. If you attempt to summon more Zombies,
you can only replace the ones you have lost in battle. If you already
have three, the power will fizzle. Recharge: 1 Minute Zombies
Auto Res Sleep, Fear, Disorient, Slow, Smashing (28), Cold
(28), Negative (28), Toxic (28), Psionic (42) Initial
Abilities: Super Leap, Zombie Brawl Enchant Undead:
Projectile Vomit, Zombie Vomit Dark Empowerment: Siphon Life
Necromancy
- Zombies Picture
2: Gloom
Gloom slowly drains a target of life,
while reducing his
Accuracy.
Slower than Dark Blast, but deals more damage over time. Damage:
High(DoT), Recharge: 8 Seconds
6: Enchant Undead
Enchant Undead will permanently bestow
new powers and
abilities to
your Undead Henchman. The powers gained are unique and dependant upon
the target Undead Henchman that is Enchanted. Enchant Undead only works
on your Undead Henchman and you can only Enchant any given Undead
Henchman once. Recharge: 6 Seconds
8: Life Drain
You can tap the power of the
Netherworld to steal some life
from a
target foe and reduce his Accuracy. Some of that stolen life is
transferred to you in the form of Hit Points. Damage: Moderate,
Recharge: Slow
12: Grave Knight
You can summon one to two powerful
Grave Knights (depending
on your
level) to do your bidding. Grave Knights come well equipped with
several attack powers and can be empowered with even more. Revenants
are relentless entities and want nothing more than to tear the flesh
off the living. You may only have 2 Grave Knights under your control at
any given time. If you attempt to summon more Grave Knights, you can
only replace the ones you have lost in battle. If you already have two,
the power will fail. Recharge: 1 Minute 30 Seconds Grave Knights
Auto Res Sleep, Fear, Disorient, Slow,
Cold (28), Negative
(28), Toxic (28), Psionic (42) Initial Abilities: Super
Leap, Hack, Slash, Dark Blast Enchant Undead: Disembowel,
Gloom Dark Empowerment: Head Splitter, Siphon Life Necromancy
- Grave Knight Picture
18: Soul
Extraction
You can extract the soul from one of your defeated undead
henchmen
and summon a Ghost to do your bidding. The rank and power of this
summoned Ghost is a dependent upon the power of the defeated undead
henchman. Unlike your other henchman, the Ghost is only loosely bound
to your control and will eventually move on to the next world.
Recharge:10 Minutes Ghost
(Spirit / Tormented Soul / Wraith)
Auto Res Sleep, Fear, Immobilize, Slow, Smashing (28), Lethal
(28), Cold (28), Negative (28), Toxic (28) Initial
Abilities: Super Leap, Phase Shift, Ghastly Blast, Fly, Life Drain,
Necroplasmic Grasp Necromancy
- Ghost - Spirit Picture
Necromancy
- Ghost - Tormented Soul Picture
Necromancy
- Ghost - Wraith Picture
26: Lich
Summons a dark and powerful Lich. The
lich is an undead
entity
that, when alive, possessed many dark powers of his own. Perhaps it was
a dark wizard, or powerful arch villain. Perhaps it was even a
Necromancer. Now it only hungers for the souls of the living, and is
quite good at feeding itself. The Lich specializes in dark control and
draining powers. You may only have 1 Lich under your control at any
given time. If you attempt to summon another Lich, the power will
fizzle. Recharge: 2 Minutes
Lich
Auto Res Sleep, Fear, Negative (28),
Toxic (28), Cold (28) Initial
Abilities: Super Leap, Dark Blast, Torrent Enchant Undead:
Tenebrous Tentacles, Life Drain Dark Empowerment: Fearsome
Stare, Petrifying Gaze Necromancy
- Lich Picture
32: Dark
Empowerment
Dark Empowerment will permanently bestow the mot powerful and
darkest new powers and abilities to your Undead Henchman. The Empowered
Undead will gain new abilities and powers. The powers gained are unique
and dependant upon the target Undead Henchman that is Empowered. Dark
Empowerment only works on your Undead Henchman and you can only Empower
any given Undead Henchman once. Recharge: 10 Seconds
------------------------------------------------------------
NINJAS –
Primary Power Set
------------------------------------------------------------
You are known by many names.
Sensei, Shogun, Kage,
Lord. What
you are is a Master of the most deadly assassins the world has ever
seen. You are a Ninja Master. Command your Ninja Henchmen and even
train them in new weapons and techniques. Ninjas have superior reflexes
and can even super leap. Their training makes the, highly resistant to
Confusion. Ninja Henchmen cannot be resurrected.
1: Snap
Shot
A quick attack that fires an arrow at your foe after only
minimal
aiming. Fast, but little damage. Damage: Minor, Recharge: 2 Seconds
1: Call
Genin
Calls forth one to three Genin Ninja (depending on your
level) to
do your bidding. Genin have good reflexes and jumping skill, but they
are still the lowest rank Ninja and posses the most rudimentary skills,
However, they can be trained in more advanced techniques and weapons.
You may only have 3 Genin under your control at any given time. If you
attempt to call Genin, you can only replace the ones you have lost in
battle. If you already have three, the power will fail. Recharge: 1
Minute
Genin
Auto Res(Confuse, Taunt), +SPD, +DEF
(Mel/Rng/AoE,7) Initial
Abilities: Super Leap, Thunder Kick, Shiruken Training: Snap
Shot, Storm Kick Kuji-In Zen: Aimed Shot, Crane Kick, Super
Leap Ninjas
- Genin Picture
2: Aimed Shot
Though it takes longer to execute,
your Aimed Shot deals
greater damage than Snap Shot. Damage: High, Recharge: 4 Seconds
6: Train Ninjas
Train your Ninjas Robots with more
advanced techniques and
weaponry. This power permanently bestow new powers and abilities to
your Ninja Henchman. The powers gained are unique and dependant upon
the target Ninja Henchman. This power only works on your Ninja Henchman
and you can only Train any given Ninja Henchman once. Recharge: 6
Seconds
8: Fistful of
Arrows
You fire a fistful of arrows at foes in a cone in front of
you. Good at close range. Damage: Moderate, Recharge: 8 Seconds
12: Call Jounin
You can summon one to two highly
skilled Jounin Ninja
(depending on
your level). Jounin Ninja are master assassins and expert swordsmen.
They possess superior reflexes and jumping skill. Like all Henchmen,
Jounin can be trained in even deadlier Ninjitsu techniques and weapons.
You may only have 2 Jounin under your control at any given time. If you
attempt to summon more Jounin, you can only replace the ones you have
lost in battle. If you already have two, the power will fail. Recharge:
1 Minute 30 Seconds Jounin
Auto
Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,14) Initial
Abilities: Super Leap, Sting of the Wasp, Gambler's Cut, Caltrops Training:
Soaring Dragon, Poison Dart (-Regen), Placate, Super Leap Kuji-In
Zen: Golden Dragonfly, Blinding Powder, Hide Ninjas
- Jounin Picture
18: Smoke Flash
You can throw a Smoke Bomb at one of
your Ninja Henchmen. The
Flash
of smoke will allow your Ninja to become stealthy and Hidden from any
of his nearby foes, enabling him to perform a Critical hit with his
next attack. You can only use this power on a Ninja Henchmen. Recharge:
20 Seconds
26: Oni
Summons an ancient and powerful Oni.
An Oni is a powerful
human-like demon warrior. The Oni is a formidable creature who
possesses the skill of a warrior and the powers of wind and fire. You
may only have 1 Oni under your control at any given time. If you
attempt to summon another Oni, the power will fizzle. Recharge: 2
Minutes Oni
Auto Res(Smashing, Lethal, Fire,
Confuse, Taunt), +SPD, +DEF
(Mel/Rng/AoE,14) Initial Abilities: Super Leap, Fire Sword
Slash, Fire Blast Training: Fire Sword Hack, Ring of Fire,
Fire Breath Kuji-In Zen: Char, Rain of Fire Ninjas
- Oni Picture
32: Kuji In Zen
Kuji In Zen will permanently bestow
the mot advanced
techniques and
powers to your Ninja Henchman. The Enlightened Ninja will gain new
abilities, powers and weapons. The powers gained are unique and
dependant upon the target Ninja Henchman that is Enlightened. This
power only works on your Ninja Henchman and you can only Enlighten any
given Ninja Henchman once. Recharge: 10 Seconds
------------------------------------------------------------
ROBOTICS
– Primary Power
Set
------------------------------------------------------------
You are a Master of Robotics.
You don't need to
recruit or
summon your henchmen, you can build your own. Robotics allows you to
construct an army of mechanical henchmen to do your bidding. Your
skills also allow you to repair and upgrade your Robots in order to
keep your army in tip-top shape. Robot Henchmen generally have good
resistances to Lethal, Cold and Psionic damage, as well as Sleep Fear
and Disorient. They are generally vulnerable to Energy damage and EMP
attacks. Robot Henchmen cannot be resurrected.
1: Pulse
Rifle Blast
This Pulse Rifle can fire a long range blast of energy. Deals
moderate Energy damage. Damage: Minor, Recharge: 4 Seconds
1: Battle Drones
Construct one to three Battle Drones
(depending on your
level) to
do your bidding. Drones start out with only basic weaponry, but can be
upgraded with heavier energy weapons. Drones can Super Leap. You may
only have 3 Drones under your control at any given time. If you attempt
to construct more Drones, you can only replace the ones you have lost
in battle. If you already have three, the power will fail. Recharge: 1
Minute Battle
Drones
Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28),
Psionic (42) Initial Abilities: Super Leap, Laser Burst,
Smash Equip Robot: Heavy Laser Burst Upgrade
Robot: Full Auto Laser Robotics
- Battle Drone Picture
2: Pulse Rifle
Burst
This high powered burst from your Pulse Rifle takes more
energy to
fire, but causes much more damage than a standard blast and has a very
good chance to send your foes flying. Damage: Moderate, Recharge: 8
Seconds
6: Equip Robot
Equip your Robots with the latest gear
and weaponry. This
power
permanently bestow new powers and abilities to your Robot Henchman. The
powers gained are unique and dependant upon the target Robot Henchman
that is Equipped. This power only works on your Robot Henchman and you
can only Equip any given Robot Henchman once. Recharge: 6 Seconds
8: Photon Grenade
Launches an Energy Grenade at long
range from your Pulse
Rifle. The
energy from this explosion can Disorient some targets in the affected
area. Damage: Moderate, Recharge: 16 Seconds
12: Protector Bots
You can
summon one to two powerful Protector Bots (depending
on
your level). Protector Bots can defend your army by placing Force
Fields on you and your allies. They can even be equipped to repair your
other Robot Henchmen. Make no mistake though, the best defense is a
good offence, and Protector Bots are well equipped with energy weapons.
You may only have 2 Protector Bots under your control at any given
time. If you attempt to summon more Protector Bots, you can only
replace the ones you have lost in battle. If you already have two, the
power will fizzle. Recharge: 1 Minute 30 Seconds Protector Bots
Auto Res Sleep, Fear, Disorient,
Lethal (28), Cold (28),
Psionic (42) Initial Abilities: Super Leap, Laser Burst,
Force Shield Equip Robot: Heavy Laser Burst, Repair Upgrade
Robot: Photon Grenade (Disorient), Seeker Drones (Disorient, -ToHit
Debuff)
(Seeker Drone Picture) Robotics
- Protector Bots Picture
18: Repair
Repairs one Robot Henchmen for full
health and restores some
of its
Endurance. This power only works on your Robot Henchmen. Recharge: 2
Minutes
26: Assault Bot
Builds one massive Assault Bot. Simply
put, the Assault Bot
is a
killing machine. There is nothing subtle about its weaponry. You may
only have 1 Assault Bot under your control at any given time. If you
attempt to summon another Assault Bot, the power will fizzle. Recharge:
2 Minutes
Assault Bot
Auto Res Sleep, Fear, Disorient,
Lethal (42), Cold (42),
Psionic (42) Initial Abilities: Super Leap, Plasma Blast
(-Regen), Smash (Disorient)
Equip Robot: Dual Plasma Blast (-Regen), Flame-thrower Upgrade
Robot: Swarm Missiles, Incendiary Swarm Missiles Robotics
- Assault Bot Picture
32:
Upgrade Robot
Upgrade Robot will permanently bestow the most powerful and
high-tech gear and weaponry to your Robot Henchman. The Upgraded Robot
will gain new abilities, powers and weapons. The powers gained are
unique and dependant upon the target Robot Henchman that is Upgraded.
This power only works on your Robot Henchman and you can only empower
any given Robot Henchman once. Recharge: 10 Seconds
------------------------------------------------------------
THUGS –
Primary Power Set
------------------------------------------------------------
The body rumbling arrival of
the motorcycle, the
cold metal
sound of chains tightening, and the guttural growls of your thugs let
everyone know that you are a Mastermind to be reckoned with. Call your
gang of toughs to your side with a whistle, whip out your pistols, and
let loose pure chaos onto the streets of the Rogue Isles.
1:
Pistols
Quickly fires a round from one of your heavy automatic
pistols.
Damage is average, but the fire rate is very fast. Damage: Minor,
Recharge: 1.2 Seconds
1: Call
Thugs
Calls forth one to three Thugs (depending on your level) to
do your
bidding. The third Thug you gain will be an Arsonist. Thugs use Dual
Pistols and can be taught additional pistol attacks. You may only have
3 Thugs under your control at any given time. If you attempt to call
more Thugs, you can only replace the ones you have lost in battle. If
you already have three, the power will fail. Recharge: 1 Minute
Punk
Auto Res : Punks have no inherent
resistance. They however
benefit greatly from the Leadership of an Enforcer
Initial Abilities: Brawl, Pistol, Super Leap
Equip Thugs: Dual Pistols
Upgrade Equipment: Empty Clip
Thugs
- Punk Picture
Arsonist
Auto Res: Fire, Also benefits greatly
from the Leadership of
an Enforcer
Initial Abilities: Brawl, Molotov Cocktail, Super Leap
Equip Thugs: Spit Fire
Upgrade Equipment: Petrol Bomb (will ignite the ground)
Thugs
- Arsonist Picture
2: Dual Wield
Fires both pistols at once at a time target. Firing both
pistols at
once is slower than a single shot, but deals more damage, and the
target may get knocked down by the force of the impact. Damage:
Moderate, Recharge: 6 Seconds
6: Equip
Thugs
Equip your Thug Henchmen with better ammo, weapons and
training.
This power permanently bestows new weapons and abilities to one Thug
Henchman. The powers gained are unique and dependent upon the target
Thug Henchman. This power only works on your Thug Henchmen and you can
only Equip any given Thug Henchman once. Recharge: 6 Seconds
8: Empty
Clips
You empty the clips of both your pistols in an arc of
suppression
fire. This attack can blast multiple foes in the affected cone area,
and has a small chance of knocking some foes down. Damage: Moderate,
Recharge: 8 Seconds
12: Call
Enforcer
Calls forth one to two Thug Enforcers (depending on your
level) to
do your bidding. Thug Enforcers carry a Sub-machine Gun, and possess
good leadership skills. Their weapon of choice is an UZI, and can be
equipped to carry up to 2 at once. You may only have 2 Thug Enforcers
under your control at any given time. If you attempt to call more
Enforcers, you can only replace the ones you have lost in battle. If
you already have two, the power will fail. Recharge: 1 Minute 30
Seconds
Enforcer
Auto Res: Lethal
Initial Abilities: Brawl, Burst, Heavy Burst, Maneuvers,
Super Leap
Equip Thugs: UZI Burst, UZI Heavy Burst, UZI Cone Blast,
Tactics
Upgrade Equipment: Dual UZI's, Blast Clip, Assault
Thugs
- Enforcers Picture
18: Gang War
Calls a gang of 10 or so Thug Posse to
come to your aid for a
brief
while. Posse are not like your true Henchman. They cannot be given
direct commands, nor will they appear in your pet window. You must
select an enemy target to attack first before calling these Thugs.
Posse are many, but they are very weak, and are only equipped with the
most basic weapons. Although they will follow you, they are not as
loyal as your Henchmen, and they will only stick around for a few
minutes before taking off. Recharge: 10 Minutes
Posse
Auto Res: Lethal (weak)
Initial Abilities: Brawl + One Melee Attack and One Ranged
Attack at random
Melee: Fireman Axe, Baseball Bat, Knife, Pipe, Sledge Hammer
Ranged: Automatic Pistol, Revolver, Rock
Thugs
- Gang War - Static Picture Thugs
- Gang War - Active Picture
26: Call Bruiser
Calls one massive Bruiser. He is
strong, tough and has a mean
temper. As a Brute, he will generate Fury and deal more damage the
longer the combat lasts. His Super Strength powers means he favors
hand-to-hand combat. He has resistance to Lethal and Smashing Damage
and some resistance to Fire and Cold Damage. You may only have 1
Bruiser under your control at any given time. If you attempt to summon
another Bruiser, the power will fail. Recharge: 2 Minutes
Bruiser
Auto Res: Smashing, Lethal, Fire,
Cold, Fear, Confuse,
Placate
Initial Abilities: Jab, Punch, Fury, Super Leap
Equip Thugs: Haymaker, Hand Clap
Upgrade Equipment: Knockout Blow, Hurl Boulder, Foot Stomp
Thugs
- Bruiser
32: Upgrade
Equipment
Permanently Upgrade the most advanced ammo, weapons and
training to
one Thug Henchman. The Upgraded Thug will gain new powers, weapons and
abilities. The powers gained are unique and dependent upon the target
Thug Henchman that is Upgraded. This power only works on your Thug
Henchmen and you can only Upgrade the Equipment of any given Thug
Henchman once. Recharge: 10 Seconds
------------------------------------------------------------
DARK MIASMA –
Secondary
Power Set
------------------------------------------------------------
Focus the dark power of the
Netherworld to weaken
your foes. Dark Miasma focuses on draining your opponent.
1: Twilight Grasp
You channel Negative Energy from the
Netherworld through
yourself
to a targeted foe. Twilight Grasp drains the power from that target and
slowly transfers it to you and all nearby allies. The targeted foe's
Accuracy and damage are reduced, while you and your nearby allies are
healed. Recharge: 8 Seconds
2: Tar Patch
Drops a large patch of viscous
Negative Energy which
dramatically
slows down enemies that run though it and reduces their damage
resistance. Affected targets stuck in the Tar Patch cannot jump or fly.
Recharge: 1 Minute 30 Seconds
4: Darkest Night
While active, you channel Negative
Energy onto a targeted
foe.
Darkest Night decreases the damage potential and Accuracy of the
target, and all foes nearby, as long as you keep the power active.
Recharge: 10 Seconds
10: Howling
Twilight
Activating this power channels the power of the Netherworld
to
weaken your foes, in an attempt to revive all nearby fallen allies. You
must stand near your defeated allies to revive them, then select a foe.
The selected foe and all nearby foes will be Slowed, Disoriented, and
drained of some life. Revived allies will have full Hit Points and
Endurance and will suffer no ill effects. Recharge: 3 Minutes
16: Shadow Fall
Envelops you and your nearby teammates
in a shroud of
darkness.
Shadow Fall does not grant Invisibility, but it does make you harder to
detect. Even if you are discovered, Shadow Fall grants a bonus to
Defense to melee and ranged attacks and Resistance to Fear, while
reducing Energy, Negative Energy, and Psionic Damage. You cannot use
any other Concealment type power while using Shadow Fall. Recharge: 15
Seconds
20: Fearsome Stare
Instills
tremendous Fear within a cone area in front of you,
causing all affected targets to tremble in Terror uncontrollably.
Recharge: 40 Seconds
28: Petrifying
Gaze
Petrifies a single targeted foe with a terrifying gaze. The
victim is Held and defenseless. Recharge: 16 Seconds
35: Black Hole
Opens up a Black Hole to the
Netherworld that temporarily
pulls in
all foes within its grasp. The victims become phase shifted and are
completely intangible. They are hard to see, and cannot affect or be
affected by those in normal space. Recharge: 2 Minutes
38: Dark
Servant
Summons a Dark Servant to your aid. The Dark Servant
possesses an
assortment of dark powers to weaken your foes. The summoned entity is
not a willing servant and it is only your power that binds it in this
realm. The Dark Servant can be buffed and healed. Recharge: 4 Minutes Dark
Miasma – Dark Servant
Resistance (Negative Energy, but vulnerable to Energy)
Chill of the Night - PBAoE Minor Damage (Negative) Foe -ACC
Darkest Night - Toggle: Ranged (Targeted AoE), Foe
–DMG, -ACC
Twilight Grasp - Ranged, Foe -Acc -Dam, Team Heal
Petrifying Gaze - Ranged Hold
Tenebrous Tentacles - Ranged (Cone), Medium
DMG(Negative/Smash), Foe Immobilize, -ACC
------------------------------------------------------------
FORCE FIELD
– Secondary
Power Set
------------------------------------------------------------
The Force Field powers give
you the ability to
create shells of
energy that protect yourself and your allies from various forms of
damage and harm. Force Fields do not reduce damage, but reduced your
allies chance of getting hit in the first place.
1: Force
Bolt
Discharges a bolt of force that knocks down foes and deals
some Smashing Damage. Damage: Minor, Recharge: 4 Seconds
2: Deflection
Shield
Dramatically protects an ally from Smashing, Lethal and Melee
attacks for a limited time. Also reduces Toxic damage. You cannot stack
multiple Deflection Shields on the same target; however, the shield can
be improved by another ally using the same power. Can also be used in
conjunction with your Insulation Shield. You cannot use this power on
yourself. Recharge: 2 Seconds
4: Insulation
Shield
Dramatically protects an ally from Fire, Cold, Energy,
Negative
Energy and Ranged attacks for a limited time. The Insulation also
protects the target from Endurance Draining effects. You cannot stack
multiple Insulation Shields on the same target; however, the shield can
be improved by another ally using the same power. Can also be used in
conjunction with your Deflection Shield. You cannot use this power on
yourself. Recharge: 2 Seconds
10: Detention
Field
Encases a targeted foe in a Detention Force Field. The
captured
target cannot be harmed, is Immobilized, and cannot attack or aid his
allies. The target can, however, use powers on himself. Recharge: 1
Minute
16: Personal Force
Field
The Personal Force Field is almost impenetrable to all
attacks,
even Psionics, although attacks from more powerful foes may get through
more easily. Personal Force Field will also reduce the damage of any
attacks that do get through. The Personal Force Field works both ways;
while it is active, you can only use powers that affect yourself. You
can not Command Henchmen while Personal Force Field is active, nor will
Supremacy be active, nor will Bodyguard mode. Cannot be used with Rest.
Recharge: 2 Minutes
20:
Dispersion Bubble
Creates a large bubble which protects all allies inside.
While
active, the Dispersion Bubble gives all allies within increased Defense
against all attacks including Psionic and Area of Effect attacks. The
Dispersion Bubble also protects allies from Immobilization, Disorient,
and Hold effects. Recharge: 15 Seconds
28: Repulsion
Field
This Toggle power creates a field that violently repels
nearby
foes. Each foe that is repelled costs you additional Endurance.
Recharge: 20 Seconds
35: Repulsion Bomb
Projects an
expanding Force Bubble around an ally that knocks
down
and Disorients nearby foes. This power cannot be used on yourself.
Recharge: 30 Seconds
38: Force Bubble
Creates a large bubble which protects
all allies inside.
While
active, this power keeps all foes at bay, protecting all allies inside
from melee or short ranged attacks. More powerful foes may be able to
penetrate the Force Bubble, but may slip and get knocked down and
forced back if they try. Recharge: 15 Seconds
------------------------------------------------------------
POISON –
Secondary Power
Set
------------------------------------------------------------
You are a master of Poison
and can concoct a variety
of venom
and toxins to powers allow you to weaken your enemies. When used
correctly, some Poisons can even be used to aid your allies.
1:
Alkaloid
When used correctly, poisons can be used to heal, as well as
harm.
Alkaloid consists just the right amount of amino acids to safely heal a
single targeted ally. The healed target is also left with some
resistance to Toxic Damage (This Toxic Damage Resistance cannot be
Enhanced) You cannot use this power to heal yourself. Recharge: 4
Seconds
2: Envenom
You Envenom your foe with a nasty
poison. The toxin directly
attacks the immune system, reducing the affected targets Defense,
Damage Resistance and Hit Point Regeneration Rate. The poison is so
potent, that the target actually responds less to Healing while
affected by the poison. Recharge: 12 Seconds
4: Weaken
You poison a single foe with a venom
that significantly
Weakens
their strength. The affected target Accuracy and Damage output is
severely reduced. Additionally, the affected targets the secondary
power effects are weakened. The targets powers effects like Heals,
Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes,
Knickknacks and more, are all weakened. Recharge: 16 Seconds
10:
Neurotoxic Breath
You can breath a cone of Neurotoxin gas that quickly start to
anesthetize any nearby foes. Affected targets may choke on the gas as
their movement and attack rate are severely reduced. Recharge: 30
Seconds
16: Elixir of Life
The Elixir of
Life is a closely guarded secret. With this
Elixir,
you can revive a fallen ally and turn him into a killing machine. The
revived target has increased damage, Accuracy, Endurance recovery, and
attack speed. A brew of this sort is not without its side effects. The
revived target will soon become very sick and severely weak after about
90 seconds. All effects of the Mutation will eventually wear off.
Elixir of Life can only be used on Players and cannot be used on your
Henchmen. Recharge: 3 Minutes
20: Antidote
This Antidote can free and ally from
any Disorient, Hold,
Sleep,
Slow and Immobilize effects and leaves them resistant to such effects
for a good while. The Antidote also grants the target some resistance
to Toxic damage. Some of the effects of this power will improve with
Multiple applications and as you advance in level. Recharge: 4 Seconds
28: Paralytic
Poison
This Paralytic Poison viciously attacks a foes nervous system
and
can leave an affected target completely Held and defenseless. Recharge:
16 Seconds
35: Poison Trap
You can build a Poison Trap on the
ground. Any villains that
pass
near the Poison Trap will cause it to detonate and release its toxic
vapors. The poison is a knock-out gas, and any foes in the affected
area may be drained of much of its Endurance and quickly put it to
Sleep or begin choking. The trap is almost impossible to detect, but it
is fragile and may be set off by an enemy's explosion. Even if
destroyed, the Trap will detonate. Recharge: 1 Minute Poison
- Poison Trap Picture Note:
The /Poison - Poison Trap power is different than the /Traps - Poison
Trap power.
38:
Noxious Gas
You can infect one of your Henchmen, surrounding him with a
Noxious
Gas. All foes near the infected Henchmen will be overcome with the
Noxious Gas. Their Defense, Accuracy, Damage and Damage resistance will
all be reduced. Additionally, there is a chance than any affected
humanoid enemy will become violently ill. Even the mightiest foe will
stop dead in their tracks, and left helpless as they empty the contacts
of their stomach. Recharge: 5 Minutes
------------------------------------------------------------
TRAPS –
Secondary Power Set
------------------------------------------------------------
Traps are devices and gadgets
you construct to
cripple your
foes. By using them strategically, you can gain a great tactical
advantage. Traps include ambush devises, as well as gadgets that can be
constructed to aid you and your allies.
1: Web
Grenade
Upon impact, the Web Grenade expels a strong, tenuous, and
very
sticky substance that can Immobilize most targets. This non-lethal
device deals no damage and does not prevent targets from attacking,
although their attack rate is Slowed. The Web can bring down flying
entities and halts jumping. Recharge: 4 Seconds
2:
Caltrops
You toss a handful of Caltrops at a targeted location and
spread
the tiny metal spikes over a large area. Any enemy that pass over the
Caltrops will be forced to move at a slower rate. They will also take
some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: 45
Seconds
4: Triage Beacon
You can plant a Triage Beacon into the
ground. The Beacon is
immobile, but it emits a powerful healing aura. The Regeneration Rate
of you, or your allies, will be greatly increased as long as you are
near the Triage Beacon. The Beacon is invulnerable. Recharge: 3 Minutes
20 Seconds
Traps - Triage Beacon Picture
10: Acid Mortar
You can place a small Mortar on the
ground. If an enemy
passes
nearby, the Mortar will fire an Acid grenade at the target. The grenade
will explodes in a small shower of acid on impact. This acid eats
through armor, causing minor damage over time. It reduces the target's
Defense as well as his Damage Resistance. The mortar will last up to 60
seconds and will fire up to 10 grenades. It can be destroyed by your
foes. Damage: Minor(DoT), Recharge: 1 Minute 90 Seconds
Traps - Acid Mortar Picture
16: Force Field
Generator
You can build a Force Field Generator Drone. The Drone will
generate a Dispersion Bubble that gives all nearby allies increased
Defense against all attacks including Psionic. The Dispersion Bubble
also protects allies from Immobilization, Disorient, and Hold effects.
The Drone will follow you and can be buffed and healed or even
destroyed like any friendly entity. However, the Drone is not a
Henchman and cannot be given commands. You can only ever have one Force
Field Generator. Recharge: 15 Seconds
Traps - Force Field Generator
20: Poison Trap
You can build a Poison Gas Trap on the
ground. Any foes that
pass
near the Poison Trap will cause it to detonate and release its toxic
vapors. The poison is a very noxious gas, and any foes in the affected
area may start to choke or even vomit. Affected Foes Regeneration rate
will be reduced as well. The trap is almost impossible to detect, but
it is fragile and may be set off by an enemy's explosion. Even if
destroyed, the Trap will detonate. Recharge: 1 Minute 30 Seconds Traps
- Poison Trap Picture Note:
The /Traps - Poison Trap power is different than the /Poison -
Poison-Trap power.
28:
Seeker Drones
You create two Seeker Drones. These Seeker Drones will follow
you
until they detect an enemy and then they will zero in on their targets
and detonate on impact. The small explosive flash of energy does only
minor damage, but the concussion can weaken foes. Affected targets will
have reduced Damage, Accuracy and Perception and may even be
Disoriented for a short while. You can only ever have Two Seeker Drones
out at one time and they can be destroyed by your foes. Recharge: 1
Minute 30 Seconds
Traps - Seeker Drone Picture
35: Trip Mine
You can place a Trip Mine on the
ground. Any foes that pass
near
the Trip Mine will cause it to explode, severely damaging all nearby
foes and sending them flying. The Trip Mine is almost impossible to
detect, but it is fragile and may be set off by an enemy's explosion.
Even if destroyed, the Trip Mine will detonate. Setting a mine is
delicate work, and if you are interrupted, you will fail. Damage:
Superior, Recharge: 20 Seconds
Traps -Trip Mine Picture
38: Detonator
A good Mastermind means always plans
ahead, but a great one
knows
when to make a strategic sacrifice. You have equipped all your Henchmen
with explosives. When the time is right, select a Henchman and set off
the Detonator. Undead and Robots are easily rigged and will blow up
instantly, devastating nearby enemies. Ninjas, Soldiers and other free
thinking Henchmen will try to place the explosive on the ground and get
away. But you know... the fuse is short. Recharge: 10 Minutes In
the name of SCIENCE!!
Detonator is buffed by buffs (and conversely and most likely
debuffs) on your target henchman. Also, Detonator does have a
detoggling effect attached to it. The total effect of the Detonator is
dependant on what tier of henchman it is used on.
Tier 1 < Tier 2 < Tier 3
Tier 2 = 1.25 x Tier 1
Tier 3 = 1.57 x Tier 1
Tier 3 = 1.25 x Tier 2
------------------------------------------------------------
TRICK ARROW
– Secondary
Power Set
------------------------------------------------------------
Trick Arrows are tipped with
an odd variety of
payloads, which if used strategically, can dramatically alter a battle
site.
1:
Entangling Arrow
Upon impact, the Entangling Arrow releases a strong net that
can
Immobilize most targets. This non-lethal device deals no damage and
does not prevent targets from attacking. The Entangling Arrow can bring
down flying entities and halts jumping. Entangle Arrow has a fairly low
Endurance cost and a bonus to its Accuracy. Recharge: 4 Seconds
2: Flash Arrow
This arrow explodes in a dazzling
flash of light and sound.
The
targets are so blinded that they can hardly see a thing. Most villains
will not be able to see past normal melee range, although some may have
better perception. If villains are attacked, they will be alerted to
your presence, but will suffer a penalty to Accuracy and will be
slowed. Recharge: 15 Seconds
4: Glue Arrow
This arrow carries a cartridge of
intensely sticky glue,
which
explodes on impact. The glue Slows the movement and attack rates of any
foes in the area. Glue Arrow carries a –Fly component.
Damage:
Recharge: 60 Seconds
10: Ice Arrow
This arrow can freeze a single foe in
a block of ice. The
target is
frozen solid, helpless, and can be attacked More powerful foes may not
be Held, but all affected targets will be Slowed. Recharge: 18 Seconds
16:
Poison Gas Arrow
This arrow carries a capsule cloud of poisonous gas, which
explodes
on impact and weakens all foes in its vicinity. Affected foes damage
potential will be severely reduced. Some foes will be react badly to
the poison and choke for a time. Recharge: 45 Seconds
20: Acid
Arrow
This arrow explodes in a small shower of acid on impact. This
acid
eats through armor, causing damage over time. It reduces the target's
Defense as well as his Damage Resistance. Damage: Minor, Recharge: 20
Seconds
28: Disruption
Arrow
This arrow plants a sonic resonator at a target location. The
vibrations of the resonator weaken the Damage Resistance of all nearby
foes. Recharge: 1 Minute
35: Oil
Slick Arrow
On impact, this arrow creates an oil slick that Slows foes in
the
area and many cause them to slip and fall. The oil slick is very
flammable and may burst into flames if fire is used near it. Recharge:
3 Minutes
38: EMP Arrow
This arrow can unleash a massive pulse
of electromagnetic
energy on
impact. This EMP can affect machines, and is even powerful enough to
affect synaptic brain patterns. It will incapacitate all foes in its
radius. Additionally, most machines and robots will take moderate high
damage. However, this power uses a lot of Endurance and leaves you
unable to recover Endurance for a while. Recharge: 5 Minutes
------------------------------------------------------------
POWER POOL NOTES
------------------------------------------------------------
There are many considerations about
the way Power Pool
powers can
work with and against a Mastermind and their henchmen and pets.
CONCEALMENT POOL
An important note about stealth and invisibility is that the
two
are not the same thing. Supremacy will work with Stealth or any power
that grants stealth like effects. Supremacy will NOT work with any
power that grants YOU the Mastermind Invisibility. The Henchmen must
see you for them to get the benefits of Supremacy. Stealth allows this,
invisibility does not. However, you do not have to see them, meaning
your Henchmen can be invisible all you want. - Stealth:
Compatible with Supremacy, Bodyguard, and Leadership.
- Grant Invisibility: Compatible with Supremacy,
Bodyguard, and Leadership.
- Invisibility: You will
be unable to command your henchmen.
Will lose the benefits Supremacy as well as Bodyguard and any and all
support powers and effects you are or will want to use to support your
henchmen and pets as you can only use powers that affect yourself while
using it.
- Phase Shift: You will be unable to command your
henchmen.
Will lose the benefits Supremacy as well as Bodyguard and any and all
support powers and effects you are or will want to use to support your
henchmen and pets as you can only use powers that affect yourself while
using it.
FIGHTING POOL
- Boxing:
No relevant or applicable comments.
- Kick: No relevant or applicable comments.
- Tough: No relevant or applicable comments.
- Weave: No relevant or applicable comments.
FITNESS POOL
- Swift:
No relevant or applicable comments.
- Hurdle: No relevant or applicable comments.
- Health: No relevant or applicable comments.
- Stamina: Do you need to take Stamina? May be.
Practicing
Endurance Management is important, and even Stamina will not help you
if you are practicing poor Endurance Management Techniques. By
practicing good Endurance Management techniques you may easily find it
not necessary to have Stamina, allowing your character to take other
powers. One of the key advantages of being a Mastermind is that a large
majority of your offensive power is locked up in your Summons
(Henchmen, Pets, and Objects) that have their own endurance reserves.
That said, at higher levels, doing all the initial summoning and
upgrading of your henchmen can be really exhausting and leave you
drained. Should not be an issue if you are out of combat as the Rest
inherent power is available. Use of Endurance Reduction enhancements in
high endurance usage powers, frequently used powers, or continuously
used powers like toggles is recommended as a first resort. Also, Blue
Inspirations are useful as endurance reserves for Endurance Management,
and can be purchased between missions at various locations or obtained
as random drops during battles. Use the Rest inherent power between
battles should also be a practice. Pacing is also important. Taking on
too much, too fast and you will quickly run out, before you can
replenish your endurance reserves. However, that said, Stamina can help
greatly with Endurance Management, especially if you find your self
often in prolonged battles or engagements and/or running excessive
and/or expensive toggles, but it is by no means a substitute or
replacement for poor technique.
FLIGHT POOL
- Hover:
No relevant or applicable comments.
- Air Superiority: No relevant or applicable
comments.
- Fly: See Traveling with Henchmen
- Group Flight: Currently bugged. Henchmen will fly
in spurts,
lagging behind and then catching up. If you do not periodically stop
they will eventually lag far enough behind to the point where they will
not be in the Group Flight aura for it to refresh and fall out. Also,
Flight Speed enhancements only affect the speed of the user, and not
that of the teammates, henchmen, or pets. One method of overcoming this
is to target a henchmen and then use the auto-follow button, then use
/petcom_all GOTO to move the henchmen. Henchmen can also turn this
aura-granted ability on and off at will, players can not. This power
affects all in its area of effect. This power is good for navigating
terrain obstacles or trying to achieve a tactical advantage.
LEADERSHIP POOL
The Leadership Pool powers for Maneuvers, Assault, and
Tactics are
at 60% of Defender's. Vengeance will not work on a fallen henchmen
though they can benefit from the buff if Vengeance is used on a fallen
teammate. Leadership works a lot like Supremacy so it is a good combo
for Masterminds. - Maneuvers: = +2.25% Defense Buff
- Assault: = +11.25% Damage Buff, and helps resist
the effects of Taunt and Placate by shortening the duration of those
effects.
- Tactics: = +7.5% To Hit Buff,
+Perception, and helps resist
the Confusion and Fear effects by shortening the duration of the
effects.
- Vengeance: Does not work on fallen
henchmen. Will work for henchmen when used on a fallen teammate. Bha ha
ha ha ha.
LEAPING POOL
- Jump
Kick: No relevant or applicable comments.
- Combat Jumping: No relevant or applicable
comments.
- Super Jump: Super Jump is not to be confused with
Super Leap
(the henchmen, pet, and mob power)! Unlike Super Jump, Super Leap only
has a small horizontal component, about that of Combat Jumping, and a
large vertical component equivalent to Super Jumping. ALSO: See
Traveling with Henchmen.
- Acrobatics: No relevant or applicable comments.
MEDICINE POOL
The Medicine Pool is definitely a team oriented pool, and
having
your own personal team as a Mastermind it is useful in a variety of
situations. - Aid Other: Very useful for keeping
Henchmen and Pets alive and fixing them up during or between battles.
- Stimulant: Good if your henchmen are falling
victim to mezzing effects too often.
- Aid Self: Heals the Mastermind.
- Resuscitate: Will not work to revive fallen
henchmen.
PRESENCE POOL
- Challenge:
They've got you Monologuing again!!
- Provoke: You better have ALL your henchmen set to
Bodyguard mode AND in Supremacy range.
- Intimidate: “Cower! I said cower before
me!”
- Invoke Panic: “All shall
cower before me! Bha ha ha ha ha!”
SPEED POOL
- Flurry:
No relevant or applicable comments.
- Hasten: Mostly only good for your Secondary and
Pool Powers.
- Super Speed: See Traveling with
Henchmen.
- Whirlwind: No relevant or applicable comments.
TELEPORTATION POOL
Recall
Friend: A very useful power for a Mastermind to have to retrieve
Henchmen and Pets for a variety of reasons, such as being lost or
stuck. Also useful for moving immobile pets into better positions or
placing them in front of you or around a corner without exposing
yourself. As an odd twist, it is possible that Henchmen and Pets may
refuse at times Teleportation from Recall Friend. Telling them to stop
(passive/stay) should make them obey, HOWEVER, once teleported they
will run back to their previous position if a Goto or Stay command was
issued before hand or if they are still under the influence of aggro or
a taunt. Issuing another Stay command should, but not always, prevent
them from running off after being teleported. Teleport
Foe: Useful in some situations but comes with sever limitations and
suffers low accuracy.
Teleport: See Traveling with Henchmen.
Team Teleport: Currently bugged. Henchmen have a
tendency to
not take the 2-second hover before falling away from the Mastermind. It
is ok if you Teleport to solid surfaces but not suitable for long range
travel. Is good for short hops to facilitate navigation around
obstacles. Has a VERY large area of effect and will gather all
henchmen, pets, and players into one area upon arrival. The Prompt for
Teleportation option is ignored by Team Teleport and teleports everyone
and everything in its AoE regardless.
------------------------------------------------------------
PATRON POWER
POOLS
------------------------------------------------------------
With the one free respec you gain when you complete your
Patron’s
Arc, Patron Power selections will become available at threat levels 41,
44, 47 and 49! Once you have mastered these unspeakable powers, your
strength will be rivaled by few among the City of Villains.
You have completed the trial set before you by your
Patron. You
have survived a battle against Ghost Widow's true enemies, Black
Scorpion's own creator, Sirocco's dangerous djinn, or Mako's
high-ranking nemesis. You have even come face-to-face with your own
fate as you confronted the very heart of Arachnos itself.
You have prevailed and thus earned your reward.
Accept your Patron
Badge as a sign of honor - Scirocco will bestow the
“Mirage”, Mako
“Blood In The Water”, Ghost Widow the
“Spiders Kiss”, and Black
Scorpion “The Stinger”.
IMPORTANT NOTE: Once you accept your
Patron Badge from your
chosen patron, that choice is PERMANENT and can not be changed or
Respec’ed out. You are stuck with that patron for the rest of
that
character’s life and can not choose another patron later.
Either choose
wisely, go to the Test Server and try them out, or go rogue.
Going
Rogue!
You do not have to take a Patron Power Pool, they are
entirely
optional. If you feel that no particular patron fits or complements
your character, find that taking a patron violates your character
concept, or just feel that the available power sets lack any real
thematic synergy with your character, then it is perfectly acceptable
to just forego these pools. Besides that, having a patron is rather
anti-thematic to the concept of the Mastermind as Masterminds are
patrons themselves! However, with that aside…
Ghost Widow - Soul
Mastery Badge:
Spider’s Kiss
Ghost Widow will teach you how to corrupt and utilize souls
of the dead to damage and hinder your enemies.- Night Fall
- Unleashes a cone-shaped burst of particles from the Netherworld. All
targets within the modest range of this power take Negative Energy
damage and have a reduced Accuracy.
-Unenhanced Damage at Level 40: 34.1 (Negative Energy, DoT)
-Foe: -Acc
-Range: 60 (Cone)
-Endurance: 16.38
-Recharge Rate: 20 Seconds
- Dark
Embrace -
You tap into the energy of the Netherworld to protect yourself from
damage. This Dark Embrace shrouds you and grants resistance to Lethal,
Smashing, Negative Energy, and Toxic damage.
Self +Res (Smash, Lethal, Negative, Toxic)
End: 1/sec
Recharge: 4 Seconds
- Soul
Tentacles
- You can create a cone-shaped rift to the Netherworld that allows the
souls of the damned to slip into our reality. These Soul Tentacles will
snare all foes within range, Immobilizing them while their drain their
life. You must have one other Soul Mastery power before selecting this
power.
-Unenhanced Damage at Level 40: 28.985 (Negative Energy, DoT)
-Foe: Immobilize
-Range: 40 (Cone)
-Endurance: 12.74
-Recharge Rate: 20 Seconds
- Soul
Storm -
Like Ghost Widow, you will be able to summon the souls of your victims
to do your bidding. Soul Storm enraptures a single target, Holding them
while their life-force is drained from their body. You must have two
other Soul Mastery powers before selecting this power.
-Unenhanced Damage at Level 40: 34.1 (Negative Energy, DoT)
-Foe: Hold
-Range: 80
-Endurance: 10.66
-Recharge Rate: 32 Seconds
Black Scorpion -
Mace Mastery
Badge: The Stinger
Black Scorpion will give you access to an Arachnos Mace, and
teach you how to use it in battle. - Web
Envelope
- The Nullifier Mace can lob a modified Web Grenade. Upon impact, the
Web Grenade expels a strong, tenuous, and very sticky substance that
can Immobilize most targets in a wide area. This non-lethal device
deals no damage and does not prevent targets from attacking, although
their attack rate is Slowed. The Web can bring down flying entities and
halts jumping.
-Foe: Hold
-Range: 80 (Explosion)
-Endurance: 12.74
-Recharge Rate: 20 Seconds
- Scorpion
Shield
- Black Scorpion's technologies are impressive indeed. This energy
shield grants you Defense to Lethal, Smashing and Energy attacks, as
well as improves your Damage Resistance to Toxic damage.
Self +Def(Smash, Lethal), +Res (Energy/Toxic)
End: 1/sec
Recharge: 4 Seconds
- Mace
Beam Volley
- Fires a volley of multiple kinetic energy blasts from your Nullifier
Mace. These blasts spread out in a wide cone and are powerful enough to
knock down some foes. You must have one other Mace Mastery power before
selecting this power.
-Unenhanced Damage at Level 40: 31 (Smash/Energy)
-Foe: Knockback
-Range: 50 (Cone)
-Endurance: 18.98
-Recharge Rate: 32 Seconds
- Web
Cocoon -
The Bane Mace can fire a more powerful version of the common web
grenade. The sinewy fibers of this grenade are strong enough to
completely Hold one target. Targets able to resist the Hold are still
likely to have their attack and movement speed dramatically Slowed. Web
Cocoon can also bring down flying targets and prevent foes from
jumping. You must have one other Mace Mastery power before selecting
this power.
-Foe: Slow/Hold, -Recharge, -Fly
-Range: 60
-Endurance: 10.66
-Recharge Rate: 32 Seconds
Captain Mako-
Leviathan Mastery
Badge: Blood In The Water
Captain Mako will embolden you with the knowledge of the
Coralax and their mysterious powers over the seas.
- School
of Sharks
- You can call forth a school of vicious Shark Spirits that will swim
out in a cone formation and will encircle your foes, draining their
spirit energy. The encircling Shark Spirits will immobilize most foes
while they deal Negative Energy damage over time. Both you and the
target must be near the ground for this power to activate.
-Unenhanced Damage at Level 40: 23.375 (Negative Energy, DoT)
-Foe: Immobilize
-Range: 50 (Cone)
-Endurance: 13
-Recharge Rate: 20 Seconds
- Bile
Spray -
Sharks will eat anything, so their stomach acid must be powerful
indeed. You can regurgitate this acid and spew a corrosive spray of
bile at a foe. Affected foes in the cone will take Toxic damage over
time. You must have one other Leviathan Mastery power before selecting
this power.
-Unenhanced Damage at Level 40: 30 (Toxic, DoT)
-Range: 60 (Cone)
-Endurance: 19
-Recharge Rate: 32 Seconds
- Shark
Skin -
The power of the Leviathan Mako has shown you seems to have no end.
Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold
damage.
Self +Res (Smash, Lethal, Cold)
End: 1/sec
Recharge: 4 Seconds
- Spirit
Shark Jaws
- You can summon a massive Spirit Shark that will attack your foe from
below. The Shark will grip your foe with its massive jaws and attempt
to Hold the target while he mauls it, dealing Lethal damage over time.
Flying targets will likely be pulled to the ground. You must have one
other Leviathan Master power before selecting this power.
-Unenhanced Damage at Level 40: 38.95 (Lethal, DoT)
-Foe: Hold, -Fly
-Range: None listed
-Endurance: 10.66
-Recharge Rate: 32 Seconds
Scirocco - Mu
Mastery
Badge: Mirage
Scirocco will instruct you on the Way of Mu, ancient
techniques
that give access to the lightning-based powers of the ancient race.
Static Discharge
- Hurls multiple bolts of Mu electricity in an arc that deals damage
and drains Endurance from all affected foes in the area.
-Unenhanced Damage at Level 40: 29.76 (Energy)
-Foe: -Endurance
-Range: 40 (Cone)
-Endurance: 18.98
-Recharge Rate: 32 seconds
Charged
Armor
- When you toggle on this power, you are surrounded by a charged field
that makes you highly resistant to Smashing, Lethal, and Energy damage.
Self +Res (Smash, Lethal, Energy)
End: 1/sec
Recharge: 4 seconds
Electrifying
Fences
- Electrifying Fences attempts to Immobilize a group of foes in an
area. This power deals some Energy damage over time as it slowly drains
some Endurance.
-Unenhanced Damage at Level 40: 20 (Energy, DoT)
-Foe: Immobilize, -End
-Range: 40
-Endurance: 19
-Recharge Rate: 32 seconds Electric Shackles
- Electric Shackles binds a foe's limbs, leaving
the target Held and
helpless. The target is drained of some Endurance and some of that
Endurance may be transferred back to you. You must have one other Mu
Mastery power before selecting this power.
-Unenhanced Damage at Level 40: 4.65 (Energy)
-Foe: Hold, -End
-Range: 60
-Endurance: 8.58
-Recharge Rate: 32 seconds
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CREDITS and
ACKNOWLEDGEMENTS ------------------------------------------------------------
Credit
goes to Positron and pohsyb for the original Mastermind information
posting Credit goes to Torment for reposting the henchmen's
power information originally posted by ICG_Zombra Credit for
Pictures goes to Master_Zaprobo, ICF_Zombra, Sgt_Tyranny, Anj, Kuiper,
Red_Zero, and On_Demand Credit goes to Narcissus and Chandley
for Leadership pool information Credit goes to Master_Zaprobo
for all his posts in CoV Beta on Masterminds And many, many
thanks to all those who played Masterminds in CoV Beta! . . .
Oh, and Red_Zero of course for copy, paste, save, and edit.
-------------------- (H)
Red Zero (V) Magenta Rogue
(H) Grace Lightning (H)
Cinnamon Kitten (V) Azure the Silent
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APPENDIX - A City
of Heroes / Villians Command List
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City of Heroes / Villians Command List
/cmdlist will list all commands in-game from the chat window
fullscreen Sets video mode to fullscreen.
maximize Maximizes the window.
disable2D Disables 2D sprite drawing.
screen Sets X and Y screen dimensions.
Should be constrained to 640x480,1024x768, 1280x1024, 1600x1200, etc
quit Quits game.
cmdlist Prints out all commands available.
bind Binds a key to a command
- 'bind k ++forward' wil | |