Mercenaries: Difference between revisions

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== Overview ==
== Overview ==
{{TOCright}}
{{Power Set Icon|Freem}}
'''{{PAGENAME}}''' is one of the powersets.  It is a [[Mastermind]] primary power set.
'''Mercenaries''' is a standard power set that is a primary set for [[Mastermind]]s.


Despite their reputations, Mercenaries are extremely loyal 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.  
"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."
{{clrl}}


== Power Table ==
== Power Table ==
 
The Mercenaries power set is available as a primary set for [[Mastermind]]s. The following table shows the level at which each power is available:
=== Mastermind ===
 
The {{PAGENAME}} powerset is available as a primary set for [[Mastermind]]s. The following table shows which powers are available and at what level:


{{Powers_LevelHeader}}
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== Powers ==
== Powers ==
=== [[File:Paramilitary AssaultRifleBurst.png]] Burst ===
=== [[File:Paramilitary AssaultRifleBurst.png]] 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.
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.


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{{PowerBlock_Sets|{{Set Ranged Damage}}}}
{{PowerBlock_Sets|{{Set Ranged Damage}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Universal Debuff}}}}
{{PowerBlock_End}}
{{PowerBlock_End}}


=== [[File:Paramilitary SuperSoldier.png]] Commando ===
=== [[File:Paramilitary SuperSoldier.png]] Commando ===
 
Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's 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.
Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to the standard Soldier resistance, the Commando's 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.


[[File:Mastermind Mercenaries Commando Fully Trained.jpg|thumb|150px|right|Commando]]
[[File:Mastermind Mercenaries Commando Fully Trained.jpg|thumb|150px|right|Commando]]
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{{PowerBlock_Sets|{{Set Pet Damage}}}}
{{PowerBlock_Sets|{{Set Pet Damage}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Universal Debuff}}}}
{{PowerBlock_Blank|{{Set Knockback}}}}
{{PowerBlock_Blank|{{Set Knockback}}}}
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=== [[File:Paramilitary EquipSoldier.png]] Equip Mercenary ===
=== [[File:Paramilitary EquipSoldier.png]] 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 your Mercenary Henchmen once with this power.
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.


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=== [[File:Paramilitary AssaultRifleGrenade.png]] M30 Grenade ===
=== [[File:Paramilitary AssaultRifleGrenade.png]] 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.
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.


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=== [[File:Paramilitary Serum.png]] Serum ===
=== [[File:Paramilitary Serum.png]] 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, chance to hit, 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 and be unable to recover endurance for a short while.
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, chance to hit, 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.


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=== [[File:Paramilitary AssaultRifleSlug.png]] Slug ===
=== [[File:Paramilitary AssaultRifleSlug.png]] 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.
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.


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=== [[File:Paramilitary DraftArmy.png]] Soldiers ===
=== [[File:Paramilitary DraftArmy.png]] Soldiers ===
 
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 sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give 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.
Calls forth one to three Mercenary Soldiers (the second is available at level six, the third at level eighteen) to do your bidding. The third Soldier you gain will be a Medic. All sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give 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.


[[File:Mastermind Mercenaries Soldier Fully Trained.jpg|thumb|150px|right|Soldier]]
[[File:Mastermind Mercenaries Soldier Fully Trained.jpg|thumb|150px|right|Soldier]]
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{{PowerBlock_Sets|{{Set Pet Damage}}}}
{{PowerBlock_Sets|{{Set Pet Damage}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Universal Debuff}}}}
{{PowerBlock_End}}
{{PowerBlock_End}}
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=== [[File:Paramilitary EnlistSpecialForces.png]] Spec Ops ===
=== [[File:Paramilitary EnlistSpecialForces.png]] Spec Ops ===
You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be eqipped 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.


You can enlist one to two highly skilled Spec Ops Mercenaries (the second is available at level twenty-four).  Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons.  Like all Henchmen, Spec Ops can be eqipped 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.
[[File:Mastermind Mercenaries Spec Ops Fully Trained.jpg|thumb|150px|right|Spec Ops]]
[[File:Mastermind Mercenaries Spec Ops Fully Trained.jpg|thumb|150px|right|Spec Ops]]
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{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set Defense Debuff}}}}
{{PowerBlock_Blank|{{Set ToHit Debuff}}}}
{{PowerBlock_Blank|{{Set ToHit Debuff}}}}
{{PowerBlock_Blank|{{Set Universal Debuff}}}}
{{PowerBlock_End}}
{{PowerBlock_End}}
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=== [[File:Paramilitary TacticalUpgrade.png]] Tactical Upgrade ===
=== [[File:Paramilitary TacticalUpgrade.png]] Tactical Upgrade ===
 
Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power.
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 dependent 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.


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== Historical ==
== Historical ==
{{Historical|type=section|reason=change}}
{{Historical|type=section|reason=change}}
 
* This set was added to the game with the original release of [[Mastermind]]s in [[Issue 6]].
* This set was added to the game for [[Mastermind]]s in [[Issue 6]].


== External Links ==
== External Links ==
*{{RedTomaxPowerSet|Power={{PAGENAMEE}}|Archetype=Mastermind|Type=Summon}}


*{{RedTomaxPowerSet
[[Category:Power Sets]]
|Game=cov|Power={{PAGENAMEE}}|Archetype=Mastermind|Type=Summon}}
 
[[Category:Powersets]]
[[Category:Mastermind Primary]]
[[Category:Mastermind Primary]]

Latest revision as of 20:10, 8 February 2023

Overview

Mercenaries is a standard power set that is a primary set for Masterminds.

"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."

Power Table

The Mercenaries power set is available as a primary set for Masterminds. The following table shows the level at which each power is available:

Power Level Effect
Burst 1 Ranged, Moderate Damage(Lethal), Foe -Defense
Soldiers 1 Summon Soldier
Slug 2 Ranged, High Damage(Lethal), Foe Knockback
Equip Mercenary 6 Ranged, Equip Mercenary Henchman
M30 Grenade 8 Ranged(Targeted Area of Effect), Moderate Damage(Lethal/Smash), Knockback
Spec Ops 12 Summon Spec Ops
Serum 18 Buff Mercenary +Damage, +Resistance, +To Hit, +Recovery
Commando 26 Summon Commando
Tactical Upgrade 32 Ranged Upgrade Mercenary Henchman

Powers

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 damage over time
Recharge Fast
Minimum Level 1 (Mastermind)
Effects Ranged
Foe -Defense
Enhancements Enhance Accuracy
Enhance Damage
Enhance Defense Debuff
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories Ranged Damage
Defense Debuff
Universal Debuff

Commando

Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one man army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commando's 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.

Commando
Recharge Long
Minimum Level 26 (Mastermind)
Effects Summon Commando
Basic Powers Brawl (Moderate (Smashing))
Burst (Moderate DoT, -Def)
Slug (Heavy Damage, Knockback)
Equip Powers Buckshot (Moderate Damage, Knockback)
Full Auto (Superior DoT)
Upgrade Powers M30 Grenade (Moderate Damage, Knockback)
Flamethrower (Extreme DoT)
LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements Enhance Accuracy
Enhance Damage
Enhance Defense Debuff
Reduce Endurance Cost
Enhance Knockback Distance
Set Categories Pet Damage
Defense Debuff
Universal Debuff
Knockback


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 your Mercenary Henchmen once with this power.

Recharge Fast
Minimum Level 6 (Mastermind)
Effects Ranged
Equip Mercenary Henchman
Soldiers:  
Visual Change: Military helmet
Powers added: Advanced SMG Heavy Burst (Heavy DoT)
Heavy Burst (Lethal)
Medic:  
Visual Change: Military helmet
Powers added: SMG Heavy Burst (Heavy DoT)
Spec Ops:  
Visual Change: Military helmet, night vision goggles
Powers added: Rifle Butt (Moderate Damage, Disorient)
Flash Bang (Disorient -Acc)
Commando:  
Visual Change: -
Powers added: Buckshot (Moderate Damage, Knockback)
Full Auto (Superior DoT)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories None

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 Lethal/Smashing
Recharge Slow
Minimum Level 8 (Mastermind)
Effects Ranged Targeted area of effect
Foe Knockback
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Set Categories Targeted AoE Damage
Knockback

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, chance to hit, 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 and be unable to recover endurance for a short while.

Recharge Very Long
Minimum Level 18 (Mastermind)
Effects Buff Mercenary
+Damage
+Resistance
+To Hit
+Recovery
Enhancements Enhance Endurance Modification
Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Enhance Damage Resistance
Enhance ToHit Buff
Set Categories Resist Damage
Endurance Modification
To Hit Buff

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 Lethal
Recharge Moderate
Minimum Level 2 (Mastermind)
Effects Ranged
Foe Knockback
Enhancements Enhance Accuracy
Enhance Damage
Reduce Endurance Cost
Enhance Knockback Distance
Enhance Range
Increase Attack Rate
Set Categories Ranged Damage
Knockback

Soldiers

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 sodiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any give 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.

Soldier
Medic
Recharge Very Long
Minimum Level 1 (Mastermind)
Effects Summon Soldiers
Soldier Level 1 and 6 pets are Soldiers
Basic Powers Brawl (Smashing)
Advanced SMG Burst (Moderate DoT)
Equip Powers Advanced SMG Heavy Burst (Heavy DoT)
Heavy Burst (Lethal)
Upgrade Powers Auto Fire (Extreme DoT)
Burst (Lethal)
Medic Level 18 pet is a Medic
Basic Powers Brawl (Smashing)
SMG Burst (Moderate DoT)
MedKit (Heal)
Equip Powers SMG Heavy Burst (Heavy DoT)
Upgrade Powers Stimulant (Resist Effects)
Frag Grenade (Moderate Damage, Knockback)
Enhancements Enhance Accuracy
Enhance Damage
Enhance Defense Debuff
Reduce Endurance Cost
Enhance Heal
Set Categories Pet Damage
Defense Debuff
Universal Debuff


Spec Ops

You can enlist one to two highly skilled Spec Ops Mercenaries (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in many different tactical weapons. Like all Henchmen, Spec Ops can be eqipped 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.

Spec Ops
Recharge Very Long
Minimum Level 12 (Mastermind)
Effects Summon Spec Ops
Basic Powers Brawl (Smashing)
SCAR Burst (Moderate DoT)
SCAR Heavy Burst (Heavy DoT)
Web Grenade (Immobilize, -Recharge, -Fly)
Equip Powers Rifle Butt (Moderate Damage, Disorient)
Flash Bang (Disorient -Acc)
Upgrade Powers SCAR Snipe (?Heavy Damage)
Tear Gas (Hold/Immob? -Damage)
Stealth (Stealth +Defense)
Enhancements Enhance Accuracy
Enhance Damage
Enhance Defense Debuff
Reduce Endurance Cost
Enhance Hold Duration
Enhance Immobilization Duration
Enhance Disorient Duration
Enhance ToHit Debuff
Set Categories Pet Damage
Defense Debuff
ToHit Debuff
Universal Debuff


Tactical Upgrade

Permanently Upgrade the most advanced tactical weapons and gears to all of your Mercenary Henchman. The Tactically Upgraded Mercenaries will gain powers, weapons, and munitions. The powers gained are unique and dependent upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Upgrade your Mercenary Henchmen once with this power.

Recharge Very Slow
Minimum Level 32 (Mastermind)
Effects Ranged, Upgrade Mercenary Henchman
Soldiers:  
Visual Change: Tactical Belt, new Assault Rifle
Powers added: Auto Fire (Extreme DoT)
Burst (Lethal)
Medic:  
Visual Change: Tactical Belt
Powers added: Stimulant (Resist Effects)
Frag Grenade (Moderate Damage, Knockback)
Spec Ops:  
Visual Change: Grenade Harness
Powers added: SCAR Snipe (?Heavy Damage)
Tear Gas (Hold/Immob? -Damage)
Stealth (Stealth +Defense)
Commando:  
Visual Change: Tactical Belt
Powers added: M30 Grenade (Moderate Damage, Knockback)
Flamethrower (Extreme DoT)
LRM Rocket Launcher (Superior Damage, Knockback)
Enhancements Reduce Endurance Cost
Enhance Range
Increase Attack Rate
Set Categories None

Historical

This section contains information about changes that took place in City of Heroes: Rebirth. The content provided may refer to City of Heroes Freedom.
It is provided for historical purposes.

External Links