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Posts
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Joined
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Eddie,
Signing up for the Friday-through-Sunday content. -
Thanks for herding us, Eddie, and thanks to all those who participated. I had a great time.
-NecroMime, Doctor IgNobel, Colonel Callous -
I'll be attending Friday night onwards. Characters TBD.
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I'm going to let this one bubble-and-brew just a bit more before posting it to the Player Guides section. Thanks for those who gave me feedback!
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Thanks for all the constructive feedback!
This guide is now superceeded by the 2009.12.27 edition (and unlikely to undergo further revisions until the game itself changes.) -
Advanced Topics and Recommended Reading
Masterminds Guides and FAQs, on the City of Heroes Forums:
http://boards.cityofheroes.com/showthread.php?t=113938
Force concentration article on Wikipedia, to explain why it usually works:
http://en.wikipedia.org/wiki/Force_concentration
Pareto principle article on Wikipedia:
http://en.wikipedia.org/wiki/Pareto_principle
Mastermind strategy page on Paragon Wiki (which is one-half strategy and one-half game mechanics page):
http://paragonwiki.com/wiki/Mastermind_Strategy
Threat page on Paragon Wiki, to get a better feel for how much force is really needed to grab aggro:
http://paragonwiki.com/wiki/Threat
And all of the other Mastermind guides that will help you wring every last drop of performance out of your particular Mastermind.
http://boards.cityofheroes.com/showthread.php?t=113938 -
The Other 80%
After these simplified controls, you can branch out to your other options.
Advanced Pet Controls
With the Primary and Secondary buttons in your tray, you can safely remove the 'follow me' 'attack my target' and 'stay' buttons the game placed into your tray at character creation.
Use the Advanced Controls in the Pets window for those occasions where you need to have them all stay, all follow passively, send only one henchman in to attack something and then immediately recall him so he pulls enemies towards you, or so forth.
Those are the other 80% of the pet commands that you will use less than 20% of the time, and usually you will not have to use those in the heat of battle.
If you find yourself using one of those often enough, you can click-and-drag that control from the Advanced Pet Controls into your powers tray.
Follow Me, Passive
Henchmen are stupid. Some types, such as the Thugs Arsonist, have a reputation for getting in close to an enemy for one short-range attack and then staying there to die. If you find this happens to you too often, and you do not wish to use the Advanced Pet Controls, consider crafting a macro to reign in your pets.
This macro would reign them all in, for a complete withdrawal./macro Fallback "petcom follow defensive"
This macro would reign in just one:
/macro Fallback "petcom_name Pet1 follow defensive"
Learn the Macro Language
You may find it useful to construct other macros (as binds or buttons in your powers tray.) Before doing that, ask yourself the simple questions: Do I want to use this often enough to justify it taking up tray space? Will I remember I have this set of commands bound to this key?
If the answer is no, skip the macro (or place it in a less-used power tray). Keep your easy-to-access controls for the most-used features.
Alternate Macro Schemes
Read the other guides for more advanced options. Some are much more complex, and if you find the advice in this guide too simplistic, some of these may be for you. -
Two-Target Temptation
It is tempting, either to begin the fight with a bang, or when you are down to only two targets, to dedicate the Primary group to one target and Secondary group to another.
Resist this temptation. Over half the time you are tempted to do this, it is the wrong thing to do. Learn to recognize when it is the right thing to do.
Why Avoid Two-Target Temptation?
First, when you tell your henchmen to attack, they are not in bodyguard mode. Until you can summon, upgrade, and buff henchmen to the point there are one-or-more doing sufficient damage, they are not guaranteed to soak up the aggro you will take when your Mastermind attacks.
To understand why this, it helps to understand everything that goes into Threat and Aggro. This is complex stuff, but remember:- A Mastermind is more inherently threatening than you would assume.
- At low-or-mid-levels the damage a Mastermind will do per attack can be more threatening to an opponent than any individual Henchmans attack.
Second, because the henchmen in Bodyguard mode attack any target that has attacked you or the other henchmen, when you are down to 2 targets:
- The first Target gets 100% of the damage from the Primary henchmen and 50% of the damage from the Secondary henchmen, for approximately 75% of all henchmens damage potential.
- The second opponent gets 50% of the damage from the Secondary henchmen, for approximately 25% of all henchmen's damage potential.
When to Yield to Two-Target Temptation
There are some occasions you should send the Secondary unit (your defensive unit) to attack.
First, when you are in no danger whatsoever of taking aggro and damage, you can survive it. If your defenses are that good, the enemy is held or stunned, or you are teaming with other players who grab every iota of aggro, the enemy may never attack you or your henchmen. Bodyguard henchmen cannot counter-attack if the enemy never attacks you, so when there is no danger it may help to commit all forces.
Second, when there is an opponent that causes inordinate problems within the first few seconds, it may be better to concentrate all firepower on it. Examples of this type include:- Malta Sappers (who can sap all of your endurance in one or two hits);
- Raider Engineers (who can summon a force field generator to defend all of the mob)
- Rikti Communications Officers (who will open a portal and bring in reinforcements)
- Select the Target.
- Press Primary.
- Press Secondary.
- Add your own attack against the Target.
There are some ugly mobs with two high priority targets (say, two Raider engineers or two Rikti Communications Officers). In these mobs, it is useful to keep both of the high priority enemies tied up and taking damage so they cannot summon force field generators or portals.
- Select the first Target
- Press Primary
- Select the second Target
- Press Secondary
- Add your own attack against the Secondary (or Primary) Target
In either of those cases, it is important to get the Secondary group back to Bodyguard mode as quickly as possible.
It is usually not worth giving in to Two-Target Temptation for enemy healers. The difference between their healers being active one second versus eight seconds is not great enough to justify the risk. Instead, just treat the offending healer as the Primary target and let your Primary group concentrate its damage on it.
Ambushes
Ambushes are a gray area. When an ambush is locked onto your Mastermind, your henchmen will have a very difficult time generating sufficient threat to grab aggro away from you and onto themselves. On the other hand, you will definitely be attacked, so the damage mitigation of henchmen helps you stay alive.
Consider committing both groups of henchmen against one target to quickly whittle the number of attackers down by one, then continuing on with the rest of the attackers committing only the Primary force. -
Name them, Group them, and Command them
- Give the Henchmen individual names.
- Group your Henchmen into two groups.
- Create the Command macros that tell each group what to attack.
Assign the henchmen individual names to keep track of them as individuals, and allow you to create macros that mix and match henchmen across your summonable types (instead of sending all of one class in to attack at once.) The examples below will assume you have used individual names.
Group Them
The first group, which we will call Primary, will be our Offensive group. The second group, which we imaginatively call Secondary, will be our Defensive group.
In general, try to keep each group balanced both for damage and numbers when possible. Approximately half your damage should be concentrated on one opponent, and the other half will be spread-out damage to defend you and grab the enemys attention. If you can not keep damage balanced between the two groups, skew it towards the Primary group to encourage the quicker kill. If you have particularly good defense set for your Secondary pool, you may consider shifting more henchmen into the Primary group as you will need less defense from the Secondary group.
The special abilities of the henchman may complicate this division a bit. If a henchman type has a debuff component that makes it easier to kill an opponent, like a defense debuff, have at least some of that henchman type in your Primary group to debuff the main Target. This enables a quicker kill.
If a henchman type has a debuff component that makes it harder for the opponent to kill you, like a to Hit debuff, have at least some of that henchmen type in the Secondary group. They are more likely to spread the attacks to the remaining opponents and thus leave several debuffed enemies.
Command Them
Create two macros in the power tray: One to focus all of the Primary groups attacks on your current target:/macro Primary "petcom_name Pet1 attack defensive$$petcom_name Pet2 attack defensive$$petcom_name Pet3 attack defensive"
And a second to focus all of the Secondary groups attacks on your current target:
/macro Secondary "petcom_name Pet4 attack defensive$$petcom_name Pet5 attack defensive$$petcom_name Pet6 attack defensive"
(We will address why we have an attack macro for our Secondary group a little later.)
Substitute Pet1, Pet2, and so forth with the names you have given your pets. The important thing to realize is that these commands are essentially telling your henchmen attack this one target and then drop into Bodyguard mode after youve killed it.
The most basic combat-chain will be:- Select the enemy target
- Press your Primary button. Your Primary force will attack that one target.
- Attack or debuff that target as appropriate (or debuff other targets those debuffs will keep your henchmen alive longer).
- Your Secondary force will remain in bodyguard mode. They will counter-attack once you or one of your henchmen are attacked.
- At any time, select a new target and press the Primary button to redirect your offensive power to that new target. Usually this is after your first target is killed.
Example One: A Robotic Mastermind with all six henchmen.
Our first example is a Robotics Mastermind with all three henchmen summons. He has:- Assault Bot: A-Huron
- Protector Bots: P-Delaware and P-Florida
- Battle Drones: D-Atlanta, D-Boston, D-Chicago
The Primary Group will be the Assault Bot, one Protector bot, one Battle Drone. The Secondary group will be one Protector Bot and two Battle Drones. This will be a little damage heavy on the Primary group, make sure the to-Hit debuffs are spread around, but still leave the Secondary group enough manpower and firepower to do their job.
(button named 'Primary')/macro Primary "petcom_name A-Huron attack defensive$$petcom_name D-Atlanta attack defensive$$petcom_name P-Deleware attack defensive"
(button named 'Secondary')
/macro Secondary "petcom_name D-Boston attack defensive$$petcom_name D-Chicago attack defensive$$petcom_name P-Florida attack defensive"
Usually, start combat by:
- Selecting a target.
- Press Primary.
- Add your own damage attacks against the first target.
Example: Thugs Mastermind and two henchmen
As long as you have more than one henchman, the same principles apply. A level six Thugs MM, who only has two low-level thugs Thugs, would use:
(button named 'Primary')/macro Primary "petcom_name Reynaldo attack defensive"
(button named 'Secondary')
/macro Secondary "petcom_name Roger attack defensive"
Use the same tactics to select one target, have the Primary henchman attack, add your attack, and let the Secondary henchman stay in bodyguard mode. It is worth it even at low levels to maintain this discipline you wont have many hitpoints and you will need all of the help you can get from the Secondary henchman to keep you alive.
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Mastermind Doctrine
Effective Mastermind doctrine balances two opposed principles. It boils down to Offense versus Defense, but for purposes of Masterminds consider it as Force Concentration versus Bodyguard Mode.
Force Concentration (Offense)
Force Concentration is a real world tactical doctrine that works well in City of Heroes/City of Villains combat.
When you are in the role of the attacker, it is inefficient to send a thousand men against another thousand men, single-man on man in a fair fight. Instead, you send a few hundred of your men against one hundred of their men, while the rest of your men hold the battlefield in stalemate against the rest of their men. Your concentrated force of a few hundred overwhelms their first hundred men, and then moves on to their next hundred men, and so forth. Instead of one fair fight you break it into a series of unfair fights unfair to your advantage!
The same doctrine that works for a full-scale army works for your smaller army. At lower levels and when soloing with Masterminds (and particularly when doing both at the same time!), your henchmen will not be unleashing enough damage to make entire mobs die instantly. Concentrate a large fraction of you and your henchmens damage on one target at a time. That first target goes down more quickly, and then you can move to the next target in the mob.
Think of it this way. Which is easier? You can fight 3 enemies who all die sixty seconds into combat, which means all three opponents are hurting you and your henchmen for all sixty seconds. Or, you can fight 3 enemies the first 20 seconds, then 2 enemies the middle 20 seconds, then 1 enemy for the last 20 seconds.
Bodyguard Mode and Defense
Masterminds have the lowest base hit points of all the character archetypes in the game, but there is mitigation for this. When a henchman is in a Defensive Stance and has been ordered to Follow Me (such as immediately after it was summoned), it is in Bodyguard mode. This mode allows henchmen, when they are close to your Mastermind, to soak up some of the damage that you would otherwise take from opponents. It also allows them to counter-attack your opponents and try to grab aggro away from you. When soloing and at low levels, it is vital to keep at least some henchmen in Bodyguard mode.
Luckily, henchman behavior works to your benefit here. Not only do henchmen in bodyguard mode respond to attacks on you, they also respond to attacks on other henchmen. Henchmen in Bodyguard mode don't sit there idly in combat. Within seconds they join the fray and when they are returning fire they are still protecting you.
Combat Balance
A good rule of thumb is to have half of your henchmen on offense as Concentrated Force and half on defense as Bodyguards. The moment you have two or more henchmen, you can set your controls such that you have one half of the henchmen concentrating their firepower on one opponent, and the other half remain -
Simple Mastermind Doctrine & the Two Macros You Need
V 2009.12.27 by cfischer999
Introduction
There are already many excellent guides on getting the most out of individual Mastermind builds, optimal slotting and power choices, and complex macro schemes that involve twenty keybinds and rotating bind files to accomplish complete control of your henchmen. Theyre very nice, very thorough, but perhaps a bit too much.
There is the Pareto principle, often expressed as the 20-80 rule: 20% of your features will be used 80% of the time by the user; 20% of your effort gets 80% of your usable results. The other 80% of the features and effort are nice, maybe even necessary, but will only be used 20% of the time.
This is the guide to the simple 20% that is the most useful tactical doctrine and macros. By understanding some simple tactics and creating two macros, you will have combat techniques that will serve you most of the time for most builds.
Some of the tactics will seem obvious if you have led teams, but it is taken to a whole new level of importance when you play a Mastermind. Your individual henchmen are stupid and weak. Together, all of your henchmen are an army and should be treated as such.
This guide addresses a doctrine that works well for solo play, small team play, and large team play when the team is not using some other specific set of tactics.
This guide does not address the Mastermind role in hyper-specialized teams, PvP, special techniques for specific Arch Villains, or to survive a speed run of your favorite Strike Force.
Just as in real life, no tactical doctrine should be blindly followed. Understanding why this doctrine and these tactics work should give you an idea of how it applies to the situation you are facing, and perhaps when not to use it.
This guide assumes you have read manual or help, and its section on Mastermind commands. (Hint: RTFM!) -
Quote:I haven't found the need for it often enough to justify power-tray space, but I can see the point. Version 2 of this guide is being tweaked a bit to mention "now that you understand the basics, here's some possibilities for tweaking it further."That's probably not necessary, though, and just the unified Attack force should be fine. I would suggest a macro for calling them back as Follow Passive, however, should they run off out of control. And you will need a Follow Defensive macro to cancel that one once they come back.
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Quote:I've sympathy but no solution. I've encountered the same problem with Arsonists for Thugs and Medic for Mercenaries. The first time you summon that group, the name assignments will be the way you want. But if you resummon them because some of that henchman type are dead, the name assignment can get messed up as the game juggles the balance.That said, I'm having a problem: I named my thus Larry, Moe, and Curly, and in the past, Curly was the Arsonist. So My bind says petcom_name Curly. But lately it seems to be random which name the arsonist spawns over, and often Moe will be the arsonist and Curly a thug. I tried petcom_name arsonist but got told I didn't have a pet with that name. help?
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Glad to see some people are getting some use out of it.
Sorry if some of you feel it's simplistic. That's a simultaneous design feature and a design flaw.
I personally don't use the multi-bind files, but that's because the amount of time I want to control per-henchman or per-henchman class is pretty limited. I like my mixed groups.
Next edition whenever I get around to it... not for another month at least. I'll probably trim it that time to make it smaller. -
Quote:Thanks. The problem is that how to use your secondaries is a guide unto itself. Other writers can probably do the topic more justice than I can. I really wanted to keep the focus on this one. As I mentioned - this one is already longer than I want it to be...It's nice other than the fact I see no page on the tactical and strategic understanding and use of your secondary powers. Pets alone do not make the Mastermind, the advantages both the Primary and Secondary pools bring is what makes you a truly formidable force (so long as you aren't playing Mercs
).
Other than that it's a nice guide albeit a little out-of-the-ordinary with the two target "temptation". -
That's it. Comments, critiques, etc. would be appreciated. Please don't throw rotten fruit at me, and if you throw fresh fruit I'd appreciated pears, oranges and peaches.
-
Advanced Topics and Recommended Reading:
Force concentration article on Wikipedia, to explain why it usually works: http://en.wikipedia.org/wiki/Force_concentration
Pareto principle article on Wikipedia:
http://en.wikipedia.org/wiki/Pareto_principle
Mastermind strategy page on Paragon Wiki, which is really more of a Mastermind mechanics page:
http://paragonwiki.com/wiki/Mastermind_Strategy
Threat page on Paragon Wiki, to get a better feel for how much force is really needed to grab aggro:
http://paragonwiki.com/wiki/Threat
And all of the other Mastermind guides that will help you wring every last drop of performance out of your particular Mastermind. -
Learn the Advanced Controls for the Other 80%
With these two buttons in your tray, you can ditch the 'follow me' 'attack my target' and 'stay' buttons the game placed into your tray at character creation.
Use the Advanced Controls in the Pets window for those occasions where you need to have them all stay, or send only one henchman in to attack something and then immediately recall him so he pulls enemies towards you, put them in passive mode, have one henchman attacking per target, or so forth. Those are the other 80% of the pet commands that you will use less than 20% of the time, and usually you will not have to use those in the heat of battle. -
Two-Target Temptation
How to Avoid the Two-Target Temptation
It begins to look very tempting, either to begin the fight with a bang, or when you are down to only two targets, or when you are being ambushed by two targets, to just dedicate the Primary group to one target and Secondary group to another.
Resist this temptation. Over half the time you are tempted to do this, it is the wrong thing to do. Youre not a scrapper or a brute anymore. You have to think to survive.
When you tell your henchmen to attack, they are not in bodyguard mode. And until henchmen are very high level, they are not guaranteed to soak up lots of aggro. It is safer to let them share the damage you may take than it is to hope you never take that damage.
Second, because the henchmen in Bodyguard mode attack any target that has attacked you or the other henchmen, when you are down to 2 targets:
- The first Target gets 100% of the damage from the Primary henchmen and 50% of the damage from the Secondary henchmen, for approximately 75% of all henchmens damage potential.
- The second Target gets 50% of the damage from the Secondary henchmen, for approximately 25% of all henchmen's damage potential.
When to Yield to Two-Target Temptation
There are occasions you should send the Secondary unit (your defensive unit) to attack. Sometimes, usually not until level 20 and beyond, you are going to find a situation where it is absolutely vital to take down one particular enemy in a particular mob as quickly as possible. Malta Sappers, Raider Engineers, and Rikti Communications Officers make life much more difficult if they are given even a few uninterrupted seconds, and it's usually worth it to abandon the bodyguard protection for those few seconds so you can kill them more quickly. That's what that Secondary macro is for. If you have a mob with one very high priority target:
- Select the Target.
- Press Primary.
- Press Secondary.
- Add your own attack against the Target.
There are some ugly mobs with two high priority targets (say, two Raider engineers or two Rikti Communications Officers). In these mobs, it is useful to keep both of the high priority enemies tied up and taking damage so they cannot summon force field generators or portals.
- Select the first Target
- Press Primary
- Select the second Target
- Press Secondary
- Add your own attack against the Secondary (or Primary) Target
In either of those cases, it is important to get the Secondary group back to protecting you as quickly as possible.
It is usually not worth giving in to Two-Target Temptation for enemy healers and enemy buffers. The difference between their healers being active one second versus eight seconds is not great enough to justify the risk. Instead, just treat the offending healer as the Primary target and let your Primary group concentrate its damage on it. -
Examples
Example One: A Robotic Mastermind with all six henchmen.
Our first example is a Robotics Mastermind with all three henchmen summons. He has:
Assault Bot: A-Huron
Protector Bots: P-Delaware and P-Florida
Battle Drones: D-Atlanta, D-Boston, D-Chicago
The Protector Bots have some to-Hit debuffs, so it's useful to make sure at least some of that being sprayed on the targets that will be in combat longer. With the sheer firepower of the Assault Bot, it is useful to have it begin combat and decimate those tough targets. For the most part Drones are the weakest and you can use them to balance the two groups.
The Primary Group will be the Assault Bot, one Protector bot, one Battle Drone. The Secondary group will be one Protector Bot and two Battle Drones. This will be a little damage heavy on the Primary group, make sure the to-Hit debuffs are spread around, but still leave the Secondary group enough manpower and firepower to do their job.
(button named 'Primary')/macro Primary petcom_name A-Huron attack defensive$$petcom_name D-Atlanta attack defensive$$petcom_name P-Deleware attack defensive
(button named 'Secondary')
/macro Secondary petcom_name D-Boston attack defensive$$petcom_name D-Chicago attack defensive$$petcom_name P-Florida attack defensive
Usually, start combat by:
- Selecting a target.
- Press Primary.
- Add your own attacks against the first target.
Example: Thugs Mastermind and 2 henchmen
As long as you have more than 1 henchman, the same principles apply. A level six Thugs MM, who only has two low-level thugs Thugs, would use:
(button named 'Primary')/macro Primary petcom_name Reynaldo attack defensive
(button named 'Secondary')
/macro Secondary petcom_name Roger attack defensive
Use the same tactics to select one target, have the Primary henchman attack, add your attack, and let the Secondary henchman stay in bodyguard mode. It is worth it even at low levels to maintain this discipline you wont have many hitpoints and you will need all of the help you can get from the Secondary henchman to keep you alive.
-
Name them, Group them, and Command them
Give the Henchmen individual names.
Group your Henchmen into two groups.
Create the Command macros that tell each group what to attack.
Name Them
Assigning the henchmen individual names will help you keep track of them much better, and allow you to issue orders in your macros with a lot more granularity. It will allow you to create macros that mix and match henchmen across your summonable types, instead of sending all of one class in to attack at once. The examples below will assume you have used individual names.
Group Them
The first group, which we will call Primary, will be our Offensive group. The second group, which we imaginatively call Secondary, will be our Defensive group.
In general, I prefer to keep each group balanced for damage and numbers when possible. Approximately half your damage should be concentrated on one opponent, and the other half will be spread out damage to defend you and grab the enemys attention. If you can't keep damage balanced between the two groups, skew it towards the Primary group to encourage the quicker kill. If you have particularly good defense set for your Secondary pool, you may consider shifting more henchmen into the Primary group as you will need less defense from the Secondary group.
The special abilities of the henchman may complicate this division a bit. If a henchman type has a debuff that makes it easier to kill an opponent, like a defense debuff, you'll want to make sure you have at least some of that henchman type in your Primary group to debuff the main Target. This enables a quicker kill of the main target.
If the henchmen have a debuff that makes it harder for the opponent to kill you, like a to Hit debuff, you probably want to have at least some of it in the Secondary group. They are more likely to spread the attacks and thus leave more debuffed enemies.
Command Them
Create two macros in the power tray: One to focus all of the Primary groups attention on your current target:/macro Primary petcom_name Pet1 attack defensive$$petcom_name Pet2 attack defensive$$petcom_name Pet3 attack defensive
And a second to focus all of the Secondary groups attention on your current target:
/macro Secondary petcom_name Pet4 attack defensive$$petcom_name Pet5 attack defensive$$petcom_name Pet6 attack defensive
Well go into why we have an attack macro for our Secondary (defensive) group a little later. Substitute Pet1, Pet2, and so forth with the names you have given your pets. The important thing to realize is that these commands are essentially saying attack this one target and then drop into Bodyguard mode after youve killed it.
The most basic combat-chain will be:- Select the enemy target
- Press your Primary button. Half your force will attack that one target.
- Attack or debuff that target as appropriate (or debuff other targets those debuffs will keep your squad alive longer).
- Your secondary force will remain in bodyguard mode. They will counter-attack once you or another of your henchmen are attacked.
- At any time, select a new target and press the Primary button to redirect your offensive power to that new target. Usually this is after your first target is killed.
-
Mastermind Doctrine
Effective Mastermind doctrine balances two opposed principles. Offense versus Defense is an overly simplistic way of thinking about it. For purposes of this doctrine, consider the more refined concepts of Force Concentration vs. Bodyguard Mode.
Force Concentration (Offense)
Force Concentration is a real world tactical doctrine that works well in City of Heroes/City of Villains combat.
Think of the point at the tip of a spearhead. All of the weight of the person behind it and the momentum of the spear throw concentrates at that one point. If a spear didnt have the pointed spearhead, it would not have the penetrative power and would not put painful holes in the enemy. This is the essence of Force Concentration.
When you are in the role of the attacker, it is inefficient to send a thousand men against another thousand men, single-man on man. Instead, you send a few hundred of your men against one hundred of their men, and use the rest of your men to hold the rest of the battlefield in stalemate against the rest of their men. Your concentrated force overwhelms their first hundred men, and then moves on to their next hundred men, and so forth.
At lower levels and when soloing with Masterminds (and particularly when doing both at the same time!), your henchmen will not be unleashing enough damage to make entire mobs melt away at once. You will want to concentrate a good deal of damage on one target at a time. That first target goes down more quickly, and then you can move to the next target in the mob.
Think of it this way. Which is easier? You can fight 3 enemies who all die sixty seconds into combat, which means all three opponents are hurting you and your henchmen for all sixty seconds. Or, you can fight 3 enemies the first 20 seconds, then 2 enemies the next 20 seconds, then 1 enemy for the last 20 seconds.
Bodyguard Mode and Defense
When a henchman is in a Defensive Stance and has been ordered to Follow Me (such as immediately after it was summoned), it is in Bodyguard mode. For most Masterminds, it is useful or even vital to keep some henchmen in Bodyguard mode. This mode allows henchmen, when they are close to your Mastermind, to soak up a large percentage of the damage that you would otherwise take from opponents. It also allows them to counter-attack your opponents and try to grab aggro away from you.
Luckily, henchman behavior works to your benefit here. Not only do henchmen in bodyguard mode respond to attacks on you, they respond to attacks on other henchmen. In practice, this means henchmen in Bodyguard mode don't sit there idly in combat. It just takes them another second or so to join the fray and even when they are returning fire they are still protecting you.
Combat Balance, and the Primary/Secondary Groups
A good rule of thumb is to have half of your henchmen on offense as Concentrated Force and half on defense as Bodyguards. The moment you have two or more henchmen, you want to set your controls such that you have one half of the henchmen concentrating their firepower on one opponent, and the other half remain in bodyguard mode most of the time keeping the rest of the mob from killing you. -
Introduction
There are already many excellent guides on getting the most out of individual Mastermind builds, optimal slotting and power choices, and complex macro schemes that involve twenty keybinds to accomplish complete control of your henchmen. Theyre very nice, very thorough, but perhaps a bit too much.
There is the Pareto principle, and when applied to software design it is often expressed as the 20-80 rule: 20% of your features will be used 80% of the time by the user; 20% of your effort gets 80% of your usable results. The other 80% of the features and effort are nice, maybe even necessary, but will only be used 20% of the time.
I hope this to be the guide to the 20% that is the most useful tactical doctrine and macros. By creating two macros and by understanding some simple tactics, you will have combat techniques that will serve you most of the time for most builds.
Some of the advice will seem obvious, particularly if you have led several teams, but it is taken to a whole new level of importance when you play a Mastermind. Your individual henchmen are stupid and weak. Together, all of your henchmen are an army and should be treated as such.
This guide specifically addresses a doctrine that works well for solo play, small team play, and large team play when the team is not using some other specific set of tactics.
This guide is not to specifically address the Mastermind role in hyper-specialized teams, nor PvP, nor for special techniques for use against specific Arch Villains, nor to survive a speed run of your favorite Strike Force, nor to convince a closed-minded player of a Masterminds value.
Just as in real life, no tactical doctrine should be blindly followed. Understanding why this doctrine and these tactics work should give you an idea of how it applies to the situation you are facing, and perhaps when not to use it too.
This guide assumes you have read the help section on Mastermind commands. (Hint: RTFM!) -
Hello, folks. I recently found myself writing a quick summary for a friend who hadn't progressed very far with Masterminds despite numerous attempts. I've taken a few MMs to level 50, so I shared what little wisdom I'd picked up along the way. The email explained a certain tactical mindset and a few macros that help you achieve that.
Then I look at the email I wrote him and realized it was 1/2 of a guide. I bashed at it a lot more.
So, this is an early draft. I'm not looking to create a guide on a specific build, or tactics overly-specialized for specific situations. The general tactics don't rely on a specific power combination or using IOs and three-billion influence. I don't want to rehash the list of every command. The basics are right there in the manuals and help. The advanced is already nicely covered by other guides available off the forums.
What I hope this gives is a focus to newer players for seeing what they can do to get quickly but effectively started as a Mastermind.
Bearing that in mind, I'd welcome feedback. I don't expect everyone to agree with everything I wrote here. But does the doctrine at least make sense the way I wrote it? Is there something that is so darn obvious it can be safely removed? I'd love to revise this as smaller and more concise! -
Tammy asked me to post this; hopefully, this is something a level 45+ mastermind already knows.
Make a custom targeting macro to send your Tier 3 pets into the goo.
For example, if you're a Robotics mastermind:
/macro Hami "targetname Hamidon$$petcom_pow Assault Bot attack defensive$$targetname Hamidon"
Double-tap the button, because sometimes you get odd results if the game tries to process the command to attack before it processes the targeting. (That's also why the targetname Hamidon appears twice.....)
Substitue Assault Bot for the type of Tier 3 pet you have.
Yes, it can be keybound as well. If you know enough to want to do it, you know how to do it....