Mastermind

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Revision as of 22:36, 15 July 2012 by imported>Blondeshell (→‎Historical: powerset --> power set)
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Mastermind
Primary Summon
Secondary Buff/Debuff
Inherent Supremacy
Base HP 803.2
Max HP 1606.4
Primary Sets 6
Secondary Sets 10
Epic Power Pools 8
Modifiers (at level 50) 
 MeleeRanged
Damage Scale 0.550 0.550
Defense Buff 0.090 0.075
Damage Buff 0.080 0.075
Max HP Buff 0.080 0.100
ToHit Buff 0.080 0.075
Defense Debuff 0.100 0.075
Damage Debuff 0.100 0.075
ToHit Debuff 0.100 0.075
EndMod 1.100 1.000
Fear 1.490 1.192
Heal Other 117.799 107.090
Heal Self 80.317
Immobilize 1.490 1.192
Knockback 2.077 1.662
Damage Resist 0.100 0.075
Sleep 1.490 1.192
Slow 1.000 1.000
Stun 1.490 1.490
Taunt 1.030 1.030
Threat Level 2.0 2.0
Limits (at level 50) 
 MaxMin
Damage Resistance 75% -300%
Status Resistance 10,001.01% -300%
Status Protection N/A N/A
Damage 400% 10%
Defense 175% -100%
ToHit 200.35% -100%
Recharge Rate 400% -75%
Regeneration 2000% 0%
Recovery 750% 0%
Stealth (PvE) 200 ft -180 ft
Stealth (PvP) 571.5 ft -180 ft
Perception 1153 ft 0 ft
Range 500% 25%
v  d  e


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 own 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.

The Mastermind's power sets are:

Primary: Summon
Secondary: Buff

Mastermind Stats
Survivability             7        
Melee Damage 3    
Ranged Damage 4    
Crowd Control 3    
Support 5    
Pets 10  

* Masterminds require VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program.

Power Sets

Primary Power Sets

A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 26. They also gain access to one Henchman upgrading power at level 6 and another at level 32.

Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's Combat Level, not his Threat Level, so Lackeying and Malefactoring can affect it.

  • The Mastermind Primary sets are:

* Beast Mastery requires purchase on the Paragon Market.
* Demon Summoning requires VIP status, purchase on the Paragon Market, or purchase of Going Rogue.

Secondary Power Sets

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

* Nature Affinity requires purchase on the Paragon Market.
* Time Manipulation requires VIP status or purchase on the Paragon Market.

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Henchmen vs. Pets

Henchmen are different from traditional pets in several ways.

  • Commands. This is the obvious one. Only Henchmen may be given orders and aggression stances. Also, only Henchmen may be made to speak or use emotes.
  • Resummoning. Using a pet-summoning power automatically dispels any pets still alive from the last use and creates a brand-new pet, or a full set of pets, with no buffs or debuffs. Using a Henchman-summoning power only replaces missing Henchmen that have been defeated or dispelled.
  • Warping. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
  • Inspirations. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)
  • Names Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind.

Historical

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.
  • Masterminds were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Mercenaries, Necromancy, Ninjas, and Robotics. Their original secondary powersets were Dark Miasma, Force Field, Poison, Traps, and Trick Arrow.
  • Thugs, Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Storm Summoning was proliferated to Masterminds in Issue 12.
  • Pain Domination was added to the game in Issue 13.
  • Thermal Radiation was proliferated to Masterminds in Issue 16.
  • Demon Summoning was added to the game in Issue 17 for players who prepurchased Going Rogue.
  • The Ancillary Power Pools became available to Masterminds in Issue 18.
  • As of Issue 21, access to Masterminds requires VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program.
  • Sonic Resonance was proliferated to Masterminds in Issue 21.
  • Time Manipulation was added to the game in Issue 21.
  • Beast Mastery was added to the game on March 20, 2012.

See Also

External Links