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A Mastermind is a leader of pets.  Their primary ability is to summon a small army of one type of pet to do their dirty work.  There are generally three pet powers in each power set, each of which summons more powerful pets than the last.  These pet powers increase the number of pets that can be summoned as you gain levels.  The maximum number of pets is three basic, two advanced, and one ultimate pet.
== Overview ==


lvl 1: first pet power<br>
[[Image:v_archetypeicon_mastermind.png|left]]
lvl 6: first pet power gets 2nd pet<br>
The '''Mastermind''' may well be the most complex archetype in City of Villains.  Much of your power comes from the various Henchmen (or "pets") you can summon to your side, such as the living dead, a band of ninja, several mechanized monstrosities, or a team of mercenaries.  Since you must simultaneously control your character and the minions you command, the Mastermind is a daunting archetype.  Of course, it's also one of the more powerful archetypes in the game; no one but a Mastermind can function as a one-man group!
lvl 12: second pet power<br>
 
lvl 18: first pet power gets 3rd pet<br>
As a Mastermind, you'll play very differently from other villains, primarily due to your ability to summon henchmen.  In City of Villains, there are four types of henchmen: Zombies, Ninja, Robots, and Soldiers.  Each type has its own strengths and weaknesses, but the deciding factor in combat is how these pets are controlled by you, their master.  You need to be aware of your surroundings at all times, since the well-being of your henchmen is vital to your own&mdash;a Mastermind without henchmen is easy prey.
lvl 24: second pet power gets 2nd pet<br>
 
lvl 26: third pet power<br>
The Mastermind's power sets are:
 
'''Primary''': Summon<br>
'''Secondary''': Buff
 
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.  They are:
 
* [[Mercenaries]]
* [[Necromancy]]
* [[Ninjas]]
* [[Robotics]]
 
=== Secondary Power Sets ===
 
A Mastermind's secondary power sets are designed for buffing.  They are:
 
* [[Dark Miasma]]
* [[Force Field]]
* [[Poison]]
* [[Traps]]
* [[Trick Arrow]]
 
== Strategies ==
 
== External Links ==
 
* [http://www.cityofvillains.com/gameinfo/archetypes.html Archetypes documentation] on official City of Villains site
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
 
[[Category:Gameplay]][[Category:Archetypes]]

Revision as of 16:11, 30 November 2005

Overview

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

As a Mastermind, you'll play very differently from other villains, primarily due to your ability to summon henchmen. In City of Villains, there are four types of henchmen: Zombies, Ninja, Robots, and Soldiers. Each type has its own strengths and weaknesses, but the deciding factor in combat is how these pets are controlled by you, their master. You need to be aware of your surroundings at all times, since the well-being of your henchmen is vital to your own—a Mastermind without henchmen is easy prey.

The Mastermind's power sets are:

Primary: Summon
Secondary: Buff

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. They are:

Secondary Power Sets

A Mastermind's secondary power sets are designed for buffing. They are:

Strategies

External Links