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=== Primary Power Sets ===
=== Primary Power Sets ===


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


* [[Mercenaries]]
* [[Mercenaries]]

Revision as of 14:40, 2 March 2007

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, a team of mercenaries, or even some punks off the street. Since you must simultaneously control your character and the minions you command, the Mastermind is a daunting archetype. Of course, it's also one of the more powerful archetypes in the game; no one but a Mastermind can function as a one-man group!

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

The Mastermind's power sets are:

Primary: Summon
Secondary: Buff/Debuff

The Mastermind has Low Hit Points and Medium Damage.

Power Sets

Primary Power Sets

A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind sets have a common structure. All mastermind Primary gain access to their first type of pet at level 1, another type of pet at level 12, and another, third type of pet at level 26. They also gain an Upgrade Ability to each pet at level 6, and another Upgrade at level 32.

Unlike many other power sets, the Summon Powers available to these powersets distinctly change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6 their first Pet Summon power, instead of summoning one pet of an equal level to his level, instead summons two minions at the Mastermind's level-1. Then, at level 18 the power changes further, summoning a third pet, and all three pets are at the Mastermind's level-2. The second-tier pet also undergoes changes like this - a second appears at level 24, and both are at -1 to the Mastermind instead of at +0.

The Mastermind Primary sets are:

Secondary Power Sets

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

Patron Power Pools

Strategies

Henchmen Control

Quite possibly the most powerful controls for your pets were first published on the Official Forums by Sandolphan. Link to Guide. Check out The Paragon Wiki article on Mastermind Numpad Pet Controls, which includes minor improvements on the original controls.

Another excellent form of henchmen control comes from Monorail in the form of City Binder (link is to a Sourceforge.net project). Monorail also keeps updating his thread on the Official Forums in the Player Guides section (link to thread), as well as in the City Game Tracker forums in this thread.

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

Bodyguard

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

The following was copied directly from the Patch Notes when Issue 7 went live on 6/6/06.

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

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