MASTERMIND NOTES v.3.0 (Issue 7)
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ARCHTYPE SUMMERY
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The Mastermind
Hit Points: Low
Damage: Medium
Primary Powers: Summon
Secondary Powers: Support
A Basic 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 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. Learn to use the Goto command.
Summons:
There are 3 basic Sub-types of summons: Henchmen, Pets, and Objects. Even though Henchmen are generically lumped in as Pets, they all differ in some very important ways. <ul type="square">[*]HENCHMEN - Henchmen can be issued commands, and they are the core of the Masterminds Primary Power Sets. Henchmen exist indefinitely until the Mastermind changes map zones, are dismissed, or are defeated. Also, unlike pets, Henchmen can be given unique names.[*]PETS - Pets can not be issued commands, are temporary and must be resummoned periodically. Pets act as if always on Follow Aggressive though they may not always be mobile, they are in fact, targetable.[*]OBJECTS - Objects are items or effects that are separate from the character and are untargetable.[/list]
Henchmen Powers
Each Mastermind Power Set has three Henchmen powers, the first one is available at level 1, the second is available at level 12, and the last one is available at level 26.
The Tier 1 Henchmen power can summon up to three Henchmen. You get one Henchman at level 1 to 5. At level 6 you get your second Tier 1 Henchman, and at level 18 you get your third. When you get your second Tier 1 Henchman, they are both summoned at 1 level below you. When you get your third Tier 1 Henchman they are all summoned 2 levels below you. There is no option to summon less than those numbers.
The Tier 2 Henchmen power can summon up to two Henchmen. You get the second Tier 2 Henchman at level 24. These Henchmen tend to be "support" Henchmen, for example the Protector Bot has a Force Field power and when upgraded gets a healing power.
The Tier 3 Henchmen power summons one Henchman at your level. This is your most powerful Henchman.
When summoned your Henchmen will have your name under theirs. This is so you can tell whose Henchmen belong to whom. You can also name your Henchmen by right-clicking them and selecting "Rename". From that point forward that Henchman is going to be summoned with that name. You can rename your Henchmen at any time.
Slotting Henchmen Powers
These Henchmen powers are all capable of having Enhancement Slots put in them. These slots affect the Henchman that are summoned. If you put Damage Enhancements into those slots, then the summoned Henchmen will do more damage. If you put Defense Buff Enhancements into those slots, your Henchmen will have better Defense. If you put an Endurance Reduction into those slots, your Henchmen will use less endurance when using his powers. Henchmen powers can not take Recharge Reduction enhancements.
Some of the types of enhancements allowed to be slotted by in a henchmen are only applicable once a henchmen is upgraded with one of the two upgrade powers in the Power Sets.
Endurance Reduction Enhancements will affect both your endurance cost for summoning AND reduce the endurance costs for the henchmen summoned.
Supremacy
Masterminds have an inherent, unslottable, power called Supremacy. This power is an "aura" power that increases the Accuracy and Damage of your Henchmen that are close to you. This ensures that Masterminds that want maximum effectiveness out of their Henchmen are somewhat at risk themselves of attack. Supremacy adds 25% to damage, 10% to accuracy, has a 65 foot radius, and is line-of-sight dependant. With Supremacy, Masterminds can benefit from Bodyguards as well.
Bodyguard Mode
Any Henchmen under the effects of Supremacy and in Follow/Defensive will act like Bodyguards for the Mastermind. Every Henchmen who is in Bodyguard mode takes a single share of any damage that hits the Mastermind, and the Mastermind only receives two shares. All shares are divided up evenly.
Traveling With Henchmen
Henchmen can NOT travel across zone boundaries or into mission maps. You must resummon them on the new map. If you get too far away from your Henchmen on any given map, they will automatically resummon themselves near you (keeping any buffs they had). Note that this is different than pets, which have a limited life span and will attempt to follow you however they can regardless, and will not resummon themselves near you.
Inspirations
Inspirations can be used on your Henchmen by dragging the Inspiration from your tray onto the name of the Henchman you want to inspire in your Pet Window. You can not use an Awaken Inspiration on your Henchmen, but they will gladly accept all other Inspirations and use them immediately.
You can also drag the Inspiration directly onto the Henchmen you wish to inspire.
Upgrading Your Henchmen
There are two Upgrade powers in each Mastermind Primary power set. These add powers onto your Henchmen. The powers added vary by the Henchman being upgraded. For example, Zombies get a vomit-like ranged attack, and Battle Drones receive a Snipe attack with the first Upgrade power. Your Henchmen will use these new powers as part of his attack routine. You must re-equip the upgrades every time a henchmen is summoned, but each upgrade lasts until the henchman is either defeated or dismissed. Each upgrade is independent of the other and when both are available you can equip both upgrades (generally recommended) as they are bestow different abilities.
Henchmen AI
Henchmen either "Prefer Ranged" or "Prefer Melee". This means the type of combat that you want them to be fighting in the majority of the time. This does not mean that they will only use Ranged or Melee attacks. Robot Henchmen prefer ranged attacks, but will use their melee attack if the enemy is close enough. They will not back out of melee range just to use ranged attacks, but they will use ranged attacks in melee (though that is not always for the best.) Henchmen will generally "stay" in either a Ranged or Melee mode when attacking, though some henchmen have a tendency to run into melee while others will attack from range regardless of what their preferred mode of attack should be. When issuing an attack, henchmen will start their attack from Range unless you move them close in to the target by either leading them to the target as they follow you or use the GOTO command to send them close to the target. If you need to pull them out away from the target you should use a DEFENSIVE (or PASSIVE) FOLLOW command to call them back to you or a GOTO command to move them away from the target (and you).
Henchmen that can cast buffs will do so to ensure that you and all of your other Henchmen have the buff. Henchmen that heal will heal the most damaged legal target when the healing power is recharged. (Protector Bot healing can only heal other robots, not characters).
Henchmen can always see everything, regardless of whether they react to it or not. Henchmen are always targeting, regardless of what mode they are in, whether AGGRESSIVE, DEFENSIVE, or PASSIVE. The mode they are in merely limits their reactive range of perception. One curiosity about this is that sometimes they will find targets that are unidentifiable or targetable to players and will attack them or try to attack them. These are relatively benign bugs usually with the map.
Henchmen can turn on and off aura powers which they are granted, such as Group Fly.
Henchmen perceive everything in a "list". This list has no apparent rhyme or reason, it just is. Henchmen do not prioritize this list in any way that has been consistently observed. One oddity of this is that if a Freakshow mob is defeated by a henchmen and that henchmen moves on to another target, if the defeated Freakshow mob revives, the henchmen will break from its current target and return to the revived Freakshow mob to attack it.
Weaknesses
The Mastermind has 3 critical weak points: Any AoE (Area of Effect) Attacks which are especially strong against multiple targets (Fire is very bad, Earth is pretty bad too), large single damage attacks which can easily and quickly devastate lower tier henchmen, and the Mastermind who vulnerable to just about anything and has low hitpoints and is easily mezzed (confuse based mez is exceptionally bad as it will allow you to command henchmen but randomizes the command). Keeping your henchmen up and running is important as when a henchmen dies, its aggro must go somewhere, and the fewer henchmen there are left, the greater the chance of the Mastermind being the target of that stray aggro.
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COMMANDING HENCHMEN AND HENCHMEN OPTIONS
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Just Starting Out
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When you start as a Mastermind, you have three pre-made Macros set up for you. You can also find these in your Powers Tab located on your power tray. You will need at least one other: /macro Goto, petcom_all goto This macro will let you send your henchmen to a target destination, such as sending Zombies into a mob to do melee with them. These are not ideal for any character but they will let you get started. For real capablity for your character you will need to expand and customize them. All henchmen come summoned in Defensive Follow (Bodyguard) mode.
* Attack: This will send all your henchmen to attack your currently selected target, and then attack other targets within their aggro range. ( /petcom_all Attack Aggressive )
* Follow:This will make all your henchmen follow you and attack things that come within their aggro range. This is the default pet (NOT henchmen) behavior for City of Heroes. ( /petcom_all Follow Aggressive )
* Heel:This will make all your henchmen return to you, follow you, and never, ever attack anything until given a new order.
( /petcom_all follow passive )
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The 7 Colored Macro Command Buttons - How to get them on your tray
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You can also drag more macro buttons to the Power Tray. These are all editable, so once they are in your Power Tray you can right click them and edit from there. There are 7 different ones, you start with a default of three of them. You can have as many copies of these as you want and make them all do different things. Each copy is individual so even same looking buttons can be edited to do different functions.
Click here for a visual reference.
To do this it is simple:
1) Summon Henchmen
2) On the Pet Window at the top, Click Options and switch to Advanced
3) Make sure you can see the Icons on the right hand side of the menu that denote Mode and Command. If you can not at the top of the menu there is an arrow next to the close menu button. Click it and make it point Left.
4) Issue the Henchmen a Command or a Mode by clicking on one of the Icons. Any Icon will do.
5) Now using the mouse pointer, click and hold the left mouse button on that Icon and drag it to an empty slot on the power tray(s) and drop it in. (If you can not drag it you will need to go to the Menu->Options screen to enable dragging of the pet command icons.)
6) Now, using the right mouse button click the Icon, and a small menu will appear. Click Edit, and you can customize this command button for your own usage.
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Henchmen Commands - The Advanced Course
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Advanced Mode
Your Henchman interface lets you control two aspects of your Henchmen, their Mode and their Commands. You can set these for each individual Henchman, or type of Henchman (Tier 1, Tier 2, Tier 3), or you can blanket set the same mode and command for all your Henchmen at once.
There are three different Modes:
* Aggressive: Attack anything hostile that comes within detection range.
* Defensive: Attack anything that attacks me or my master.
* Passive: Don't attack anything.
They can also be given different Commands:
* Attack Attacks the thing you currently have targeted. When it is defeated, revert to Follow Me command.
* Goto: Goto a spot designated by the player. Stay there until given a different Command.
* Follow : Follow the player around.
* Stay: Stand still in this area, do not follow. (Stay is basically a "Goto the spot you are currently on")
* Dismiss: Allows the Henchmen a more dignified exit than /release_pets and can be specific about which one(s).
These are used in combination. So "Aggressive Follow" means "Follow me around, attacking anything that we get close enough to". Or "Passive Attack" means "Go attack this specific guy, and when you are done, don't attack anyone else." "Attack" is not "attack everything I tab to". AMT simply sends your Henchmen to attack your currently selected target.
The use of Modes and Commands for Henchmen is used exclusively by Masterminds and only on their Henchmen pets. Other summoned pets can not be controlled, nor will Dominators or City of Heroes Controllers get the ability to command their pets to this level of detail. Those pet powers have been balanced with a certain level of control in mind.
Slash Commands
The commands (which should show up with /cmdlist) are:
/petcom (your currently selected henchman)
/petcom_name (name matching henchmen)
/petcom_pow (power matching henchmen)
/petcom_all (all henchmen)
/petsay (your currently selected henchman)
/petsay_pow (name matching henchmen)
/petsay_name (power matching henchmen)
/petsay_all (all henchmen)
Each of the petcom commands can be followed by one stance and/or one command. That probably sounds complicated so here are some examples:
/petcom passive (tell current pet to be passive)
/petcom_name "zombie 2" dismiss (tell "zombie 2" to leave)
/petcom_pow Protector attack aggressive (tell all pets created by "Protector Bots" to attack your target and be aggressive)
/petcom_all goto defensive (tell all pets to goto a spot and be defensive)
All of the words after the command, the game will search for a best match, so you don't have to type in the full words:
Example:
/bind mbutton petcom_name zom att def
That would bind a command to the middle mouse button to make all pets with name starting with "zom", in this case zombies, attack and be defensive. This feature is useful in commanding multiple henchmen with similar name features as well.
Example:
/Macro Go! Petcom_pow nin goto agg
This will create a macro button called "Go!" that will make all Genin and Jounin goto a spot and be in aggressive mode so they will automatically attack anything near by, but will not change the current orders or mode of the Oni. This is because both Genin and Jounin have the letters nin and not the Oni which only has ni. The reference argument can have as little as one single letter.
If you have a name with a empty space in it use quote marks so that is accepted as one argument.
Example:
/petcom_name Sid the Squid att def
*This is an incorrect statement and will not work*
/petcom_name "Sid the Squid" att def
*This is the correct statement*
Also, you can use multiple petcom commands in a single string. Use the GOTO command last if it occurs with in the string. This is because only one GOTO command can be handled at a time because it require addition player input with the targeting reticle and will interrupt the execution of the rest of the string. Giving multiple commands should not be expected to work at all if they target the same henchman more than once.
Example:
/macro petcom_pow "Protector Bot" Def Follow$$petcom_pow "Assault Bot" stay agg$$petcom_pow "Battle Drone" Goto Agg
*this statement will work because it is targeting three distinctly separate henchmen groups with different orders*
The petsay commands work the same way, but will allow you to have your pet say something. You can also issue emotes for the henchmen to perform by using any emote with <em _____________> .
/petsay_all <em praise>You are the greatest!
*That will make your Henchmen bow and worship you and all say that you are the greatest.*
For a full list of emotes goto these websites:
Official City of Heroes Emote Guide
Mantid's Animated CoH/V Emotes
You can use multiple petsay commands in the same string and in conjunction with a petcom command.
Example:
/macro PULL "local GAMMA! Go draw their fire, we will back you up! $$emote attack$$petcom_name Gamma goto agg$$petsay_name Gamma CHAAARRRGGGEEE!!! $$petsay_name Alpha No Gamma! Don't be a hero! <em no> $$petsay_name Beta I don't think he's coming back after this
<em grief> "
This will create a macro button in your power tray called PULL, which when activate will do the following:
Mastermind: GAMMA! Go draw their fire, we'll back you up!
*The Mastermind thrusts his hand forward signaling to go*
Gamma: CHAAARRRGGGEEE!!!
*The henchman named Gamma races forward to the targeted spot and proceeds to attack anything near by*
Alpha: No Gamma! Don't be a hero!
*The henchman Alpha signals not to do it*
Beta: I dont think he's coming back after this
*The henchman named Beta breaks down and cries at the expected loss of his fellow henchman*
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Bodyguard Mode for Henchmen
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When henchmen are in the Defensive Follow mode (the default summoned condition) and are under the influence of Supremacy ( the Mastermind's inherent power), it enables a special function called Bodyguard Mode. All henchmen in Bodyguard Mode (Defensive Follow) work together to help protect the Mastermind from harm. When the Mastermind takes damage, the damage will be split into shares. The Mastermind always takes 2 shares and each henchman that qualifies for Bodyguard duty (in Defensive Follow and under the influence of Supremacy) will also take 1 share of damage. The amount of damage of each share is equal, so the size of the share depends on how many ways the damage is to be split up. The applies to all damage types and even to unresistable damage. Only the Mastermind's defenses and resistances apply to taking the damage. The henchmen get none of their defenses or resistances applied to taking the damage because they are willingly intervening and putting themselves in harms way and taking the damage so that the Mastermind does not. In the case of Area of Effect (AoE) attacks, it is well possible and likely that any bodyguard henchmen could take damage for the Mastermind from the AoE attack AS WELL AS damage from being hit by the AoE attack themselves. Any command or action that changes a henchmen's status of Defensive Follow or takes them out of the Supremacy influence will end their status as a bodyguard until they meet the requirements again.
<font class="small">Code:[/color]<hr /><pre> # of Mastermind's Bodyguard's Equivalent Damage
Bodyguards Damage Share Damage Share Resistance Value For Mastermind Only
0 All None 0 %
1 2/3 1/3 33 %
2 1/2 1/4 50 %
3 2/5 1/5 60 %
4 1/3 1/6 66 %
5 2/7 1/7 71.4 %
6 1/4 1/8 75 %
7 2/9 1/9 77.8 %
</pre><hr />
As you can see here, just having a few henchmen in bodyguard mode can make a significant difference with dimishing benefits for every additional bodyguard added. Splitting the duties of the henchmen between those that are attacking and those assigned as bodyguards is one of the many aspects of playing a Mastermind that you can play with. For most situations, having henchmen assigned as bodyguards will not be necessary, but for the few that do, this can save you. In PvP settings, this will be a life saver as players can choose to neglect the henchmen and directly target the Mastermind.
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The Basics of How to Write Binds and Macros
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Also recommended are these resources:
The Incomplete and Unofficial Guide to /bind (1.1)
Appendix - A The City of Heroes/Villians Command list
Definitions:
Bind - A bind is a command string that is bound to a key on the keyboard. Binding a command string to a key will cause it to execute whenever the specified key is utilized. Your regular keys you use to control your character are set up in this way and can be changed as well.
Macro - A macro is a command string that is bound to a "button" on your power tray. The command string bound to the button will execute anytime it is actuated.
For the most part, binds and macros are constructed exactly the same. The only difference is at the beginning where a bind designates a key and a macro designates a label for the button to be made.
Examples:
/bind g petcom goto
/macro Goto petcom goto
These two binds and macros both perform the exact same function except that the bind will link the "g" key on the keyboard so that every time it is pressed, any henchman that is selected will be given a goto command. The macro does the exact same thing except that it creates a button on the power tray that will say "Goto".
Binds can be made for any key. If you want to use a combination of keys like Shift and F1 then use a "+" in-between to combine them like so:
/bind shift+f1 petcom goto
This bind will only work if both shift and F1 are depressed together.
Format is important. Macros can be easily edited later by right-clicking the macro button and selecting edit. Editing binds after they have been written and entered is a much more complicated task and will not be covered here, but binds can be easily rewritten over and erased after they have been made. Let's take an example and break it apart for its formatting. The following example is a rewrite of the f10 button which issues your character's battle cry. The rewrite will add a petcom command to it so that when you issue your battle cry using the f10 key, all your henchmen will attack your selected target.
/bind F10 "petcom_all attack def$$emote attack$$say $battlecry"
/ - The slash tells the chat window that you are issuing commands and not text to transmit. The slash is only required when using the chat window, otherwise it is left out.
bind - The following command string is to be a key bind.
F10 - Is the target key combo that the bind is to be bound to.
" ... " - The quotation marks tell the chat interface that the contents in-between the marks is to be treated as a single block of text. In this case, the entire contents of what is between the quotation marks is to be the bind bound to the F10 key.
petcom_all attack def - One of the petcom commands with 2 arguments that were discussed previously in this guide.
$$ - The double dollar signs indicate another command is to follow in the command string. Please note that no spaces are to be placed on either side of the $$. The only exception is when the $$ follows a string of chat text used in commands like SAY and LOCAL.
emote attack - The command for the Mastermind to execute the Attack emote animation.
$$ - Another command is to follow separator.
say $battlecry - The Mastermind says his battlecry as listed on his ID card in whatever channel the chat box is currently linked too.
If we changed "bind" to "macro" like so:
/macro F10 "petcom_all attack def$$emote attack$$say $battlecry"
It will do the exact same thing, except that instead of binding to a key, it will create a button on the power tray called F10.
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Recommended Henchmen Controls
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Your starting controls as provided by the game are rudimentary at best. For the most optimal controls you will need to be able to create and edit them yourself to your own preferences. What follow is a suggested configuration that should provide you with better basic henchmen control, especially for those just starting out as well as some more visual cues when issuing orders.
1) Using the section titled "The 7 Colored Macro Command Buttons", drag the Goto and Stay macro buttons to your command tray.
2) Right click the Attack macro button and click Edit. Change to the following: emote attack$$petcom_all attack defensive
3) Right click the Follow macro button and click Edit. Change to the following: emote OverHere$$petcom_all follow defensive
4) Right click the Goto macro button and click Edit. Change to the following: emote point$$petcom_all goto aggressive
5) Right click the Heel macro button and click Edit. Change to the following: petcom_all passive
6) Right click the Stay macro button and click Edit. Change to the following: emote RaiseHand$$petcom_all stay passive
7) In the Chat window enter: /macro DIS "emote GoAway$$petcom_all dismiss"
8) In the Chat window enter: /bind t "target_custom_near enemy alive"
9) In the Chat window enter: /bind g "petcom goto"
Also, for those who like to use their Numpad keys, there is this popular configuration:
Khaiba's Mastermind Numeric Keypad Pet Controls - as posted by Sandolphan
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POWER SET QUICK REFFERENCE
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Henchman Summoning Tiers
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Tier One: Zombies, Genin, Battle Drones, Soldiers, Medic, Punks, Pyro
Tier Two: Grave Knights, Jounin, Protector Bots, Spec Ops, Enforcers
Tier Three: Lich, Oni, Assault Bot, Commando, Bruiser
Special Tier: Ghost*, Dark Servant**, Seeker Drones**, Force Field Generator**, Gang War**
*This henchman only exists for a limited time
**This pet cannot be commanded and only exist for a limited time
Henchmen and Pets Unlock Guide
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LVL 1 : 1 Tier One Henchmen
LVL 6 : 2 Tier One Henchmen*
LVL 12 : 1 Tier Two Henchmen, 2 Tier One Henchmen*
LVL 16 : Force Field Generator (Traps Only), 1 Tier Two Henchmen, 2 Tier One Henchmen*
LVL 18 : Ghost (Necro Only), Gang War (Thugs Only), Force Field Generator (Traps Only), 1 Tier Two Henchmen, 3 Tier One Henchmen**
LVL 24 : Ghost (Necro Only), Gang War (Thugs Only), Force Field Generator (Traps Only), 2 Tier Two henchmen, 3 Tier One Henchmen**
LVL 26 : Ghost (Necro Only), Gang War (Thugs Only), Force Field Generator (Traps Only), 1 Tier Three Henchmen, 2 Tier Two Henchmen *, 3 Tier One Henchmen**
LVL 28 : Seeker Drones (Traps Only), Ghost (Necro Only), Gang War (Thugs Only), Force Field Generator (Traps Only), 1 Tier Three Henchmen, 2 Tier Two Henchmen *, 3 Tier One Henchmen**
LVL 38 : Dark Servant (Miasma Only), Seeker Drones (Traps Only), Gang War (Thugs Only), Force Field Generator (Traps Only), Ghost (Necro Only), 1 Tier Three Henchmen, 2 Tier Two henchmen, 3 Tier One Henchmen**
*Summoned at -1 level (White Con)
**Summoned at -2 level (Blue Con)
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MERCENARIES Primary Power Set
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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.
1: 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(DoT), Recharge: 4 Seconds
1: Soldiers - (1st and 2nd First Tier Henchmen)
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 Soldiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given 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. Recharge: 1 Minute
Soldiers - (1st and 2nd First Tier Henchmen)
Auto Res Confuse, Placate, Smashing (28), Lethal (28)
Initial Abilities: Super Leap, Brawl, ASMG Burst
Equip Mercenary: ASMG Heavy Burst
Tactical Upgrade: Auto Fire
Mercenaries-Soldier Picture
Medic - (3rd First Tier Henchman)
Auto Res Confuse, Placate, Smashing (28), Lethal (28)
Initial Abilities: Super Leap, Med Kit, SMG Burst, Brawl
Equip Mercenary: SMG Heavy Burst
Tactical Upgrade: Stimulant, Frag Grenade
Mercenaries-Medic Picture
2: 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, Recharge: 8 Seconds
6: 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 any given Mercenary Henchman once. Recharge: Slow
8: 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, Recharge: 6 Seconds
12: Spec Ops
You can enlist one to two highly skilled Spec Ops Mercenary (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in may different tactical weapons. Like all Henchmen, Spec Ops can be equipped 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. Recharge: 16 Seconds
Spec Ops
Auto Res Confuse, Placate, Smashing (28), Lethal (28)
Initial Abilities: Super Leap, SCAR Burst, SCAR Heavy Burst, Web Grenade
Equip Mercenary: Rifle Butt, Flash Bang
Tactical Upgrade: SCAR Snipe, Tear Gas, Stealth
Mercenaries-Spec Ops Picture
18: 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, Accuracy, 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. Recharge: 1 Minute 30 Seconds
26: Commando
Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one may army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos 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. Recharge: 2 Minutes
Commando
Auto Res Fear, Confuse, Placate, Smashing (28), Lethal (28), Fire (7), Cold (7), Toxic (7)
Initial Abilities: Super Leap, Burst, Slug
Equip Mercenary: Buckshot, Full Auto
Tactical Upgrade: M30 Grenade, Flame-thrower, LRM Rocket
Mercenaries - Commando Picture
32: Tactical Upgrade
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 dependant 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. Recharge: 10 Seconds
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NECROMANCY Primary Power Set
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Command the forces of Death. Necromancy allows you to summon undead henchmen to do your bidding. Some Necromancy powers can even grant your undead henchmen additional powers. Most Undead Henchmen generally have good resistances to Cold, Negative Energy, and Psionic damage as well as Sleep, Fear and Disorient. They are vulnerable to Energy and Fire damage. Undead Henchmen cannot be resurrected.
1: Dark Blast
A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: 4 Seconds
1: Zombie Horde
Summons one to three Zombies (Depending on your level) to do your bidding. Zombies are very tough but can be slow and stupid. They start our with only rudimentary melee attacks, but can be empowered with range and even life draining powers. You may only have 3 Zombies under your control at any given time. If you attempt to summon more Zombies, you can only replace the ones you have lost in battle. If you already have three, the power will fizzle. Recharge: 1 Minute
Zombies
Auto Res Sleep, Fear, Disorient, Slow, Smashing (28), Cold (28), Negative (28), Toxic (28), Psionic (42)
Initial Abilities: Super Leap, Zombie Brawl
Enchant Undead: Projectile Vomit, Zombie Vomit
Dark Empowerment: Siphon Life
Necromancy - Zombies Picture
2: Gloom
Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time. Damage: High(DoT), Recharge: 8 Seconds
6: Enchant Undead
Enchant Undead will permanently bestow new powers and abilities to your Undead Henchman. The powers gained are unique and dependant upon the target Undead Henchman that is Enchanted. Enchant Undead only works on your Undead Henchman and you can only Enchant any given Undead Henchman once. Recharge: 6 Seconds
8: Life Drain
You can tap the power of the Netherworld to steal some life from a target foe and reduce his Accuracy. Some of that stolen life is transferred to you in the form of Hit Points. Damage: Moderate, Recharge: Slow
12: Grave Knight
You can summon one to two powerful Grave Knights (depending on your level) to do your bidding. Grave Knights come well equipped with several attack powers and can be empowered with even more. Revenants are relentless entities and want nothing more than to tear the flesh off the living. You may only have 2 Grave Knights under your control at any given time. If you attempt to summon more Grave Knights, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: 1 Minute 30 Seconds
Grave Knights
Auto Res Sleep, Fear, Disorient, Slow, Cold (28), Negative (28), Toxic (28), Psionic (42)
Initial Abilities: Super Leap, Hack, Slash, Dark Blast
Enchant Undead: Disembowel, Gloom
Dark Empowerment: Head Splitter, Siphon Life
Necromancy - Grave Knight Picture
18: Soul Extraction
You can extract the soul from one of your defeated undead henchmen and summon a Ghost to do your bidding. The rank and power of this summoned Ghost is a dependent upon the power of the defeated undead henchman. Unlike your other henchman, the Ghost is only loosely bound to your control and will eventually move on to the next world. Recharge:10 Minutes
Ghost (Spirit / Tormented Soul / Wraith)
Auto Res Sleep, Fear, Immobilize, Slow, Smashing (28), Lethal (28), Cold (28), Negative (28), Toxic (28)
Initial Abilities: Super Leap, Phase Shift, Ghastly Blast, Fly, Life Drain, Necroplasmic Grasp
Necromancy - Ghost - Spirit Picture
Necromancy - Ghost - Tormented Soul Picture
Necromancy - Ghost - Wraith Picture
26: Lich
Summons a dark and powerful Lich. The lich is an undead entity that, when alive, possessed many dark powers of his own. Perhaps it was a dark wizard, or powerful arch villain. Perhaps it was even a Necromancer. Now it only hungers for the souls of the living, and is quite good at feeding itself. The Lich specializes in dark control and draining powers. You may only have 1 Lich under your control at any given time. If you attempt to summon another Lich, the power will fizzle. Recharge: 2 Minutes
Lich
Auto Res Sleep, Fear, Negative (28), Toxic (28), Cold (28)
Initial Abilities: Super Leap, Dark Blast, Torrent
Enchant Undead: Tenebrous Tentacles, Life Drain
Dark Empowerment: Fearsome Stare, Petrifying Gaze
Necromancy - Lich Picture
32: Dark Empowerment
Dark Empowerment will permanently bestow the mot powerful and darkest new powers and abilities to your Undead Henchman. The Empowered Undead will gain new abilities and powers. The powers gained are unique and dependant upon the target Undead Henchman that is Empowered. Dark Empowerment only works on your Undead Henchman and you can only Empower any given Undead Henchman once. Recharge: 10 Seconds
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NINJAS Primary Power Set
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You are known by many names. Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen. You are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes the, highly resistant to Confusion. Ninja Henchmen cannot be resurrected.
1: Snap Shot
A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage. Damage: Minor, Recharge: 2 Seconds
1: Call Genin
Calls forth one to three Genin Ninja (depending on your level) to do your bidding. Genin have good reflexes and jumping skill, but they are still the lowest rank Ninja and posses the most rudimentary skills, However, they can be trained in more advanced techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: 1 Minute
Genin
Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,7)
Initial Abilities: Super Leap, Thunder Kick, Shiruken
Training: Snap Shot, Storm Kick
Kuji-In Zen: Aimed Shot, Crane Kick, Super Leap
Ninjas - Genin Picture
2: Aimed Shot
Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot. Damage: High, Recharge: 4 Seconds
6: Train Ninjas
Train your Ninjas Robots with more advanced techniques and weaponry. This power permanently bestow new powers and abilities to your Ninja Henchman. The powers gained are unique and dependant upon the target Ninja Henchman. This power only works on your Ninja Henchman and you can only Train any given Ninja Henchman once. Recharge: 6 Seconds
8: Fistful of Arrows
You fire a fistful of arrows at foes in a cone in front of you. Good at close range. Damage: Moderate, Recharge: 8 Seconds
12: Call Jounin
You can summon one to two highly skilled Jounin Ninja (depending on your level). Jounin Ninja are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: 1 Minute 30 Seconds
Jounin
Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,14)
Initial Abilities: Super Leap, Sting of the Wasp, Gambler's Cut, Caltrops
Training: Soaring Dragon, Poison Dart (-Regen), Placate, Super Leap
Kuji-In Zen: Golden Dragonfly, Blinding Powder, Hide
Ninjas - Jounin Picture
18: Smoke Flash
You can throw a Smoke Bomb at one of your Ninja Henchmen. The Flash of smoke will allow your Ninja to become stealthy and Hidden from any of his nearby foes, enabling him to perform a Critical hit with his next attack. You can only use this power on a Ninja Henchmen. Recharge: 20 Seconds
26: Oni
Summons an ancient and powerful Oni. An Oni is a powerful human-like demon warrior. The Oni is a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fizzle. Recharge: 2 Minutes
Oni
Auto Res(Smashing, Lethal, Fire, Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,14)
Initial Abilities: Super Leap, Fire Sword Slash, Fire Blast
Training: Fire Sword Hack, Ring of Fire, Fire Breath
Kuji-In Zen: Char, Rain of Fire
Ninjas - Oni Picture
32: Kuji In Zen
Kuji In Zen will permanently bestow the mot advanced techniques and powers to your Ninja Henchman. The Enlightened Ninja will gain new abilities, powers and weapons. The powers gained are unique and dependant upon the target Ninja Henchman that is Enlightened. This power only works on your Ninja Henchman and you can only Enlighten any given Ninja Henchman once. Recharge: 10 Seconds
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ROBOTICS Primary Power Set
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You are a Master of Robotics. You don't need to recruit or summon your henchmen, you can build your own. Robotics allows you to construct an army of mechanical henchmen to do your bidding. Your skills also allow you to repair and upgrade your Robots in order to keep your army in tip-top shape. Robot Henchmen generally have good resistances to Lethal, Cold and Psionic damage, as well as Sleep Fear and Disorient. They are generally vulnerable to Energy damage and EMP attacks. Robot Henchmen cannot be resurrected.
1: Pulse Rifle Blast
This Pulse Rifle can fire a long range blast of energy. Deals moderate Energy damage. Damage: Minor, Recharge: 4 Seconds
1: Battle Drones
Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: 1 Minute
Battle Drones
Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
Initial Abilities: Super Leap, Laser Burst, Smash
Equip Robot: Heavy Laser Burst
Upgrade Robot: Full Auto Laser
Robotics - Battle Drone Picture
2: Pulse Rifle Burst
This high powered burst from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard blast and has a very good chance to send your foes flying. Damage: Moderate, Recharge: 8 Seconds
6: Equip Robot
Equip your Robots with the latest gear and weaponry. This power permanently bestow new powers and abilities to your Robot Henchman. The powers gained are unique and dependant upon the target Robot Henchman that is Equipped. This power only works on your Robot Henchman and you can only Equip any given Robot Henchman once. Recharge: 6 Seconds
8: Photon Grenade
Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area. Damage: Moderate, Recharge: 16 Seconds
12: Protector Bots
You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offence, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fizzle. Recharge: 1 Minute 30 Seconds
Protector Bots
Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
Initial Abilities: Super Leap, Laser Burst, Force Shield
Equip Robot: Heavy Laser Burst, Repair
Upgrade Robot: Photon Grenade (Disorient), Seeker Drones (Disorient, -ToHit Debuff) (Seeker Drone Picture)
Robotics - Protector Bots Picture
18: Repair
Repairs one Robot Henchmen for full health and restores some of its Endurance. This power only works on your Robot Henchmen. Recharge: 2 Minutes
26: Assault Bot
Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fizzle. Recharge: 2 Minutes
Assault Bot
Auto Res Sleep, Fear, Disorient, Lethal (42), Cold (42), Psionic (42)
Initial Abilities: Super Leap, Plasma Blast (-Regen), Smash (Disorient)
Equip Robot: Dual Plasma Blast (-Regen), Flame-thrower
Upgrade Robot: Swarm Missiles, Incendiary Swarm Missiles
Robotics - Assault Bot Picture
32: Upgrade Robot
Upgrade Robot will permanently bestow the most powerful and high-tech gear and weaponry to your Robot Henchman. The Upgraded Robot will gain new abilities, powers and weapons. The powers gained are unique and dependant upon the target Robot Henchman that is Upgraded. This power only works on your Robot Henchman and you can only empower any given Robot Henchman once. Recharge: 10 Seconds
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THUGS Primary Power Set
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The body rumbling arrival of the motorcycle, the cold metal sound of chains tightening, and the guttural growls of your thugs let everyone know that you are a Mastermind to be reckoned with. Call your gang of toughs to your side with a whistle, whip out your pistols, and let loose pure chaos onto the streets of the Rogue Isles.
1: Pistols
Quickly fires a round from one of your heavy automatic pistols. Damage is average, but the fire rate is very fast. Damage: Minor, Recharge: 1.2 Seconds
1: Call Thugs
Calls forth one to three Thugs (depending on your level) to do your bidding. The third Thug you gain will be an Arsonist. Thugs use Dual Pistols and can be taught additional pistol attacks. You may only have 3 Thugs under your control at any given time. If you attempt to call more Thugs, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: 1 Minute
Punk
Auto Res : Punks have no inherent resistance. They however benefit greatly from the Leadership of an Enforcer
Initial Abilities: Brawl, Pistol, Super Leap
Equip Thugs: Dual Pistols
Upgrade Equipment: Empty Clip
Thugs - Punk Picture
Arsonist
Auto Res: Fire, Also benefits greatly from the Leadership of an Enforcer
Initial Abilities: Brawl, Molotov Cocktail, Super Leap
Equip Thugs: Spit Fire
Upgrade Equipment: Petrol Bomb (will ignite the ground)
Thugs - Arsonist Picture
2: Dual Wield
Fires both pistols at once at a time target. Firing both pistols at once is slower than a single shot, but deals more damage, and the target may get knocked down by the force of the impact. Damage: Moderate, Recharge: 6 Seconds
6: Equip Thugs
Equip your Thug Henchmen with better ammo, weapons and training. This power permanently bestows new weapons and abilities to one Thug Henchman. The powers gained are unique and dependent upon the target Thug Henchman. This power only works on your Thug Henchmen and you can only Equip any given Thug Henchman once. Recharge: 6 Seconds
8: Empty Clips
You empty the clips of both your pistols in an arc of suppression fire. This attack can blast multiple foes in the affected cone area, and has a small chance of knocking some foes down. Damage: Moderate, Recharge: 8 Seconds
12: Call Enforcer
Calls forth one to two Thug Enforcers (depending on your level) to do your bidding. Thug Enforcers carry a Sub-machine Gun, and possess good leadership skills. Their weapon of choice is an UZI, and can be equipped to carry up to 2 at once. You may only have 2 Thug Enforcers under your control at any given time. If you attempt to call more Enforcers, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: 1 Minute 30 Seconds
Enforcer
Auto Res: Lethal
Initial Abilities: Brawl, Burst, Heavy Burst, Maneuvers, Super Leap
Equip Thugs: UZI Burst, UZI Heavy Burst, UZI Cone Blast, Tactics
Upgrade Equipment: Dual UZI's, Blast Clip, Assault
Thugs - Enforcers Picture
18: Gang War
Calls a gang of 10 or so Thug Posse to come to your aid for a brief while. Posse are not like your true Henchman. They cannot be given direct commands, nor will they appear in your pet window. You must select an enemy target to attack first before calling these Thugs. Posse are many, but they are very weak, and are only equipped with the most basic weapons. Although they will follow you, they are not as loyal as your Henchmen, and they will only stick around for a few minutes before taking off. Recharge: 10 Minutes
Posse
Auto Res: Lethal (weak)
Initial Abilities: Brawl + One Melee Attack and One Ranged Attack at random
Melee: Fireman Axe, Baseball Bat, Knife, Pipe, Sledge Hammer
Ranged: Automatic Pistol, Revolver, Rock
Thugs - Gang War - Static Picture
Thugs - Gang War - Active Picture
26: Call Bruiser
Calls one massive Bruiser. He is strong, tough and has a mean temper. As a Brute, he will generate Fury and deal more damage the longer the combat lasts. His Super Strength powers means he favors hand-to-hand combat. He has resistance to Lethal and Smashing Damage and some resistance to Fire and Cold Damage. You may only have 1 Bruiser under your control at any given time. If you attempt to summon another Bruiser, the power will fail. Recharge: 2 Minutes
Bruiser
Auto Res: Smashing, Lethal, Fire, Cold, Fear, Confuse, Placate
Initial Abilities: Jab, Punch, Fury, Super Leap
Equip Thugs: Haymaker, Hand Clap
Upgrade Equipment: Knockout Blow, Hurl Boulder, Foot Stomp
Thugs - Bruiser
32: Upgrade Equipment
Permanently Upgrade the most advanced ammo, weapons and training to one Thug Henchman. The Upgraded Thug will gain new powers, weapons and abilities. The powers gained are unique and dependent upon the target Thug Henchman that is Upgraded. This power only works on your Thug Henchmen and you can only Upgrade the Equipment of any given Thug Henchman once. Recharge: 10 Seconds
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DARK MIASMA Secondary Power Set
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Focus the dark power of the Netherworld to weaken your foes. Dark Miasma focuses on draining your opponent.
1: Twilight Grasp
You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's Accuracy and damage are reduced, while you and your nearby allies are healed. Recharge: 8 Seconds
2: Tar Patch
Drops a large patch of viscous Negative Energy which dramatically slows down enemies that run though it and reduces their damage resistance. Affected targets stuck in the Tar Patch cannot jump or fly. Recharge: 1 Minute 30 Seconds
4: Darkest Night
While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of the target, and all foes nearby, as long as you keep the power active. Recharge: 10 Seconds
10: Howling Twilight
Activating this power channels the power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. The selected foe and all nearby foes will be Slowed, Disoriented, and drained of some life. Revived allies will have full Hit Points and Endurance and will suffer no ill effects. Recharge: 3 Minutes
16: Shadow Fall
Envelops you and your nearby teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if you are discovered, Shadow Fall grants a bonus to Defense to melee and ranged attacks and Resistance to Fear, while reducing Energy, Negative Energy, and Psionic Damage. You cannot use any other Concealment type power while using Shadow Fall. Recharge: 15 Seconds
20: Fearsome Stare
Instills tremendous Fear within a cone area in front of you, causing all affected targets to tremble in Terror uncontrollably. Recharge: 40 Seconds
28: Petrifying Gaze
Petrifies a single targeted foe with a terrifying gaze. The victim is Held and defenseless. Recharge: 16 Seconds
35: Black Hole
Opens up a Black Hole to the Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangible. They are hard to see, and cannot affect or be affected by those in normal space. Recharge: 2 Minutes
38: Dark Servant
Summons a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant and it is only your power that binds it in this realm. The Dark Servant can be buffed and healed. Recharge: 4 Minutes
Dark Miasma Dark Servant
Resistance (Negative Energy, but vulnerable to Energy)
Chill of the Night - PBAoE Minor Damage (Negative) Foe -ACC
Darkest Night - Toggle: Ranged (Targeted AoE), Foe DMG, -ACC
Twilight Grasp - Ranged, Foe -Acc -Dam, Team Heal
Petrifying Gaze - Ranged Hold
Tenebrous Tentacles - Ranged (Cone), Medium DMG(Negative/Smash), Foe Immobilize, -ACC
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FORCE FIELD Secondary Power Set
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The Force Field powers give you the ability to create shells of energy that protect yourself and your allies from various forms of damage and harm. Force Fields do not reduce damage, but reduced your allies chance of getting hit in the first place.
1: Force Bolt
Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: 4 Seconds
2: Deflection Shield
Dramatically protects an ally from Smashing, Lethal and Melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Recharge: 2 Seconds
4: Insulation Shield
Dramatically protects an ally from Fire, Cold, Energy, Negative Energy and Ranged attacks for a limited time. The Insulation also protects the target from Endurance Draining effects. You cannot stack multiple Insulation Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: 2 Seconds
10: Detention Field
Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is Immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Recharge: 1 Minute
16: Personal Force Field
The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. You can not Command Henchmen while Personal Force Field is active, nor will Supremacy be active, nor will Bodyguard mode. Cannot be used with Rest. Recharge: 2 Minutes
20: Dispersion Bubble
Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attacks including Psionic and Area of Effect attacks. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. Recharge: 15 Seconds
28: Repulsion Field
This Toggle power creates a field that violently repels nearby foes. Each foe that is repelled costs you additional Endurance. Recharge: 20 Seconds
35: Repulsion Bomb
Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes. This power cannot be used on yourself. Recharge: 30 Seconds
38: Force Bubble
Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Recharge: 15 Seconds
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POISON Secondary Power Set
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You are a master of Poison and can concoct a variety of venom and toxins to powers allow you to weaken your enemies. When used correctly, some Poisons can even be used to aid your allies.
1: Alkaloid
When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists just the right amount of amino acids to safely heal a single targeted ally. The healed target is also left with some resistance to Toxic Damage (This Toxic Damage Resistance cannot be Enhanced) You cannot use this power to heal yourself. Recharge: 4 Seconds
2: Envenom
You Envenom your foe with a nasty poison. The toxin directly attacks the immune system, reducing the affected targets Defense, Damage Resistance and Hit Point Regeneration Rate. The poison is so potent, that the target actually responds less to Healing while affected by the poison. Recharge: 12 Seconds
4: Weaken
You poison a single foe with a venom that significantly Weakens their strength. The affected target Accuracy and Damage output is severely reduced. Additionally, the affected targets the secondary power effects are weakened. The targets powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knickknacks and more, are all weakened. Recharge: 16 Seconds
10: Neurotoxic Breath
You can breath a cone of Neurotoxin gas that quickly start to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced. Recharge: 30 Seconds
16: Elixir of Life
The Elixir of Life is a closely guarded secret. With this Elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, Accuracy, Endurance recovery, and attack speed. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Mutation will eventually wear off. Elixir of Life can only be used on Players and cannot be used on your Henchmen. Recharge: 3 Minutes
20: Antidote
This Antidote can free and ally from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. The Antidote also grants the target some resistance to Toxic damage. Some of the effects of this power will improve with Multiple applications and as you advance in level. Recharge: 4 Seconds
28: Paralytic Poison
This Paralytic Poison viciously attacks a foes nervous system and can leave an affected target completely Held and defenseless. Recharge: 16 Seconds
35: Poison Trap
You can build a Poison Trap on the ground. Any villains that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a knock-out gas, and any foes in the affected area may be drained of much of its Endurance and quickly put it to Sleep or begin choking. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: 1 Minute
Poison - Poison Trap Picture
Note: The /Poison - Poison Trap power is different than the /Traps - Poison Trap power.
38: Noxious Gas
You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchmen will be overcome with the Noxious Gas. Their Defense, Accuracy, Damage and Damage resistance will all be reduced. Additionally, there is a chance than any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as they empty the contacts of their stomach. Recharge: 5 Minutes
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TRAPS Secondary Power Set
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Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you can gain a great tactical advantage. Traps include ambush devises, as well as gadgets that can be constructed to aid you and your allies.
1: Web Grenade
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: 4 Seconds
2: Caltrops
You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: 45 Seconds
4: Triage Beacon
You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: 3 Minutes 20 Seconds
Traps - Triage Beacon Picture
10: Acid Mortar
You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: 1 Minute 90 Seconds
Traps - Acid Mortar Picture
16: Force Field Generator
You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: 15 Seconds
Traps - Force Field Generator
20: Poison Trap
You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: 1 Minute 30 Seconds
Traps - Poison Trap Picture
Note: The /Traps - Poison Trap power is different than the /Poison - Poison-Trap power.
28: Seeker Drones
You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: 1 Minute 30 Seconds
Traps - Seeker Drone Picture
35: Trip Mine
You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delicate work, and if you are interrupted, you will fail. Damage: Superior, Recharge: 20 Seconds
Traps -Trip Mine Picture
38: Detonator
A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: 10 Minutes
In the name of SCIENCE!!
Detonator is buffed by buffs (and conversely and most likely debuffs) on your target henchman. Also, Detonator does have a detoggling effect attached to it. The total effect of the Detonator is dependant on what tier of henchman it is used on.
Tier 1 < Tier 2 < Tier 3
Tier 2 = 1.25 x Tier 1
Tier 3 = 1.57 x Tier 1
Tier 3 = 1.25 x Tier 2
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TRICK ARROW Secondary Power Set
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Trick Arrows are tipped with an odd variety of payloads, which if used strategically, can dramatically alter a battle site.
1: Entangling Arrow
Upon impact, the Entangling Arrow releases a strong net that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking. The Entangling Arrow can bring down flying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost and a bonus to its Accuracy. Recharge: 4 Seconds
2: Flash Arrow
This arrow explodes in a dazzling flash of light and sound. The targets are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy and will be slowed. Recharge: 15 Seconds
4: Glue Arrow
This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue Slows the movement and attack rates of any foes in the area. Glue Arrow carries a Fly component. Damage: Recharge: 60 Seconds
10: Ice Arrow
This arrow can freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked More powerful foes may not be Held, but all affected targets will be Slowed. Recharge: 18 Seconds
16: Poison Gas Arrow
This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Affected foes damage potential will be severely reduced. Some foes will be react badly to the poison and choke for a time. Recharge: 45 Seconds
20: Acid Arrow
This arrow explodes in a small shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's Defense as well as his Damage Resistance. Damage: Minor, Recharge: 20 Seconds
28: Disruption Arrow
This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes. Recharge: 1 Minute
35: Oil Slick Arrow
On impact, this arrow creates an oil slick that Slows foes in the area and many cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it. Recharge: 3 Minutes
38: EMP Arrow
This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: 5 Minutes
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POWER POOL NOTES
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There are many considerations about the way Power Pool powers can work with and against a Mastermind and their henchmen and pets.
CONCEALMENT POOL
An important note about stealth and invisibility is that the two are not the same thing. Supremacy will work with Stealth or any power that grants stealth like effects. Supremacy will NOT work with any power that grants YOU the Mastermind Invisibility. The Henchmen must see you for them to get the benefits of Supremacy. Stealth allows this, invisibility does not. However, you do not have to see them, meaning your Henchmen can be invisible all you want. <ul type="square">[*]Stealth: Compatible with Supremacy, Bodyguard, and Leadership.[*]Grant Invisibility: Compatible with Supremacy, Bodyguard, and Leadership. [*]Invisibility: You will be unable to command your henchmen. Will lose the benefits Supremacy as well as Bodyguard and any and all support powers and effects you are or will want to use to support your henchmen and pets as you can only use powers that affect yourself while using it.[*]Phase Shift: You will be unable to command your henchmen. Will lose the benefits Supremacy as well as Bodyguard and any and all support powers and effects you are or will want to use to support your henchmen and pets as you can only use powers that affect yourself while using it.[/list]
FIGHTING POOL <ul type="square">[*]Boxing: No relevant or applicable comments.[*]Kick: No relevant or applicable comments.[*]Tough: No relevant or applicable comments.[*]Weave: No relevant or applicable comments.[/list]
FITNESS POOL <ul type="square">[*]Swift: No relevant or applicable comments.[*]Hurdle: No relevant or applicable comments.[*]Health: No relevant or applicable comments.[*]Stamina: Do you need to take Stamina? May be. Practicing Endurance Management is important, and even Stamina will not help you if you are practicing poor Endurance Management Techniques. By practicing good Endurance Management techniques you may easily find it not necessary to have Stamina, allowing your character to take other powers. One of the key advantages of being a Mastermind is that a large majority of your offensive power is locked up in your Summons (Henchmen, Pets, and Objects) that have their own endurance reserves. That said, at higher levels, doing all the initial summoning and upgrading of your henchmen can be really exhausting and leave you drained. Should not be an issue if you are out of combat as the Rest inherent power is available. Use of Endurance Reduction enhancements in high endurance usage powers, frequently used powers, or continuously used powers like toggles is recommended as a first resort. Also, Blue Inspirations are useful as endurance reserves for Endurance Management, and can be purchased between missions at various locations or obtained as random drops during battles. Use the Rest inherent power between battles should also be a practice. Pacing is also important. Taking on too much, too fast and you will quickly run out, before you can replenish your endurance reserves. However, that said, Stamina can help greatly with Endurance Management, especially if you find your self often in prolonged battles or engagements and/or running excessive and/or expensive toggles, but it is by no means a substitute or replacement for poor technique.[/list]
FLIGHT POOL <ul type="square">[*]Hover: No relevant or applicable comments.[*]Air Superiority: No relevant or applicable comments.[*]Fly: See Traveling with Henchmen[*]Group Flight: Currently bugged. Henchmen will fly in spurts, lagging behind and then catching up. If you do not periodically stop they will eventually lag far enough behind to the point where they will not be in the Group Flight aura for it to refresh and fall out. Also, Flight Speed enhancements only affect the speed of the user, and not that of the teammates, henchmen, or pets. One method of overcoming this is to target a henchmen and then use the auto-follow button, then use /petcom_all GOTO to move the henchmen. Henchmen can also turn this aura-granted ability on and off at will, players can not. This power affects all in its area of effect. This power is good for navigating terrain obstacles or trying to achieve a tactical advantage. [/list]
LEADERSHIP POOL
The Leadership Pool powers for Maneuvers, Assault, and Tactics are at 60% of Defender's. Vengeance will not work on a fallen henchmen though they can benefit from the buff if Vengeance is used on a fallen teammate. Leadership works a lot like Supremacy so it is a good combo for Masterminds. <ul type="square">[*]Maneuvers: = +2.25% Defense Buff[*]Assault: = +11.25% Damage Buff, and helps resist the effects of Taunt and Placate by shortening the duration of those effects. [*]Tactics: = +7.5% To Hit Buff, +Perception, and helps resist the Confusion and Fear effects by shortening the duration of the effects. [*]Vengeance: Does not work on fallen henchmen. Will work for henchmen when used on a fallen teammate. Bha ha ha ha ha.[/list]
LEAPING POOL <ul type="square">[*]Jump Kick: No relevant or applicable comments.[*]Combat Jumping: No relevant or applicable comments.[*]Super Jump: Super Jump is not to be confused with Super Leap (the henchmen, pet, and mob power)! Unlike Super Jump, Super Leap only has a small horizontal component, about that of Combat Jumping, and a large vertical component equivalent to Super Jumping. ALSO: See Traveling with Henchmen.[*]Acrobatics: No relevant or applicable comments.[/list]
MEDICINE POOL
The Medicine Pool is definitely a team oriented pool, and having your own personal team as a Mastermind it is useful in a variety of situations. <ul type="square">[*]Aid Other: Very useful for keeping Henchmen and Pets alive and fixing them up during or between battles.[*]Stimulant: Good if your henchmen are falling victim to mezzing effects too often.[*]Aid Self: Heals the Mastermind.[*]Resuscitate: Will not work to revive fallen henchmen.[/list]
PRESENCE POOL <ul type="square">[*]Challenge: They've got you Monologuing again!![*]Provoke: You better have ALL your henchmen set to Bodyguard mode AND in Supremacy range.[*]Intimidate: Cower! I said cower before me! [*]Invoke Panic: All shall cower before me! Bha ha ha ha ha![/list]
SPEED POOL <ul type="square">[*]Flurry: No relevant or applicable comments.[*]Hasten: Mostly only good for your Secondary and Pool Powers. [*]Super Speed: See Traveling with Henchmen.[*]Whirlwind: No relevant or applicable comments.[/list]
TELEPORTATION POOL <ul type="square">[*]Recall Friend: A very useful power for a Mastermind to have to retrieve Henchmen and Pets for a variety of reasons, such as being lost or stuck. Also useful for moving immobile pets into better positions or placing them in front of you or around a corner without exposing yourself. As an odd twist, it is possible that Henchmen and Pets may refuse at times Teleportation from Recall Friend. Telling them to stop (passive/stay) should make them obey, HOWEVER, once teleported they will run back to their previous position if a Goto or Stay command was issued before hand or if they are still under the influence of aggro or a taunt. Issuing another Stay command should, but not always, prevent them from running off after being teleported. [*]Teleport Foe: Useful in some situations but comes with sever limitations and suffers low accuracy.[*]Teleport: See Traveling with Henchmen.[*]Team Teleport: Currently bugged. Henchmen have a tendency to not take the 2-second hover before falling away from the Mastermind. It is ok if you Teleport to solid surfaces but not suitable for long range travel. Is good for short hops to facilitate navigation around obstacles. Has a VERY large area of effect and will gather all henchmen, pets, and players into one area upon arrival. The Prompt for Teleportation option is ignored by Team Teleport and teleports everyone and everything in its AoE regardless.[/list]
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PATRON POWER POOLS
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With the one free respec you gain when you complete your Patrons Arc, Patron Power selections will become available at threat levels 41, 44, 47 and 49! Once you have mastered these unspeakable powers, your strength will be rivaled by few among the City of Villains.
You have completed the trial set before you by your Patron. You have survived a battle against Ghost Widow's true enemies, Black Scorpion's own creator, Sirocco's dangerous djinn, or Mako's high-ranking nemesis. You have even come face-to-face with your own fate as you confronted the very heart of Arachnos itself.
You have prevailed and thus earned your reward. Accept your Patron Badge as a sign of honor - Scirocco will bestow the Mirage, Mako Blood In The Water, Ghost Widow the Spiders Kiss, and Black Scorpion The Stinger.
IMPORTANT NOTE: Once you accept your Patron Badge from your chosen patron, that choice is PERMANENT and can not be changed or Respeced out. You are stuck with that patron for the rest of that characters life and can not choose another patron later. Either choose wisely, go to the Test Server and try them out, or go rogue.
Going Rogue!
You do not have to take a Patron Power Pool, they are entirely optional. If you feel that no particular patron fits or complements your character, find that taking a patron violates your character concept, or just feel that the available power sets lack any real thematic synergy with your character, then it is perfectly acceptable to just forego these pools. Besides that, having a patron is rather anti-thematic to the concept of the Mastermind as Masterminds are patrons themselves! However, with that aside
Ghost Widow - Soul Mastery
Badge: Spiders Kiss
Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.<ul type="square">[*] Night Fall - Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.
-Unenhanced Damage at Level 40: 34.1 (Negative Energy, DoT)
-Foe: -Acc
-Range: 60 (Cone)
-Endurance: 16.38
-Recharge Rate: 20 Seconds[*]Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.
Self +Res (Smash, Lethal, Negative, Toxic)
End: 1/sec
Recharge: 4 Seconds[*]Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.
-Unenhanced Damage at Level 40: 28.985 (Negative Energy, DoT)
-Foe: Immobilize
-Range: 40 (Cone)
-Endurance: 12.74
-Recharge Rate: 20 Seconds[*] Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.
-Unenhanced Damage at Level 40: 34.1 (Negative Energy, DoT)
-Foe: Hold
-Range: 80
-Endurance: 10.66
-Recharge Rate: 32 Seconds[/list]
Black Scorpion - Mace Mastery
Badge: The Stinger
Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle. <ul type="square">[*]Web Envelope - The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.
-Foe: Hold
-Range: 80 (Explosion)
-Endurance: 12.74
-Recharge Rate: 20 Seconds[*]Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.
Self +Def(Smash, Lethal), +Res (Energy/Toxic)
End: 1/sec
Recharge: 4 Seconds[*]Mace Beam Volley - Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.
-Unenhanced Damage at Level 40: 31 (Smash/Energy)
-Foe: Knockback
-Range: 50 (Cone)
-Endurance: 18.98
-Recharge Rate: 32 Seconds[*]Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.
-Foe: Slow/Hold, -Recharge, -Fly
-Range: 60
-Endurance: 10.66
-Recharge Rate: 32 Seconds[/list]
Captain Mako- Leviathan Mastery
Badge: Blood In The Water
Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.
<ul type="square">[*]School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.
-Unenhanced Damage at Level 40: 23.375 (Negative Energy, DoT)
-Foe: Immobilize
-Range: 50 (Cone)
-Endurance: 13
-Recharge Rate: 20 Seconds[*] Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.
-Unenhanced Damage at Level 40: 30 (Toxic, DoT)
-Range: 60 (Cone)
-Endurance: 19
-Recharge Rate: 32 Seconds[*]Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.
Self +Res (Smash, Lethal, Cold)
End: 1/sec
Recharge: 4 Seconds[*]Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.
-Unenhanced Damage at Level 40: 38.95 (Lethal, DoT)
-Foe: Hold, -Fly
-Range: None listed
-Endurance: 10.66
-Recharge Rate: 32 Seconds[/list]
Scirocco - Mu Mastery
Badge: Mirage
Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.
<ul type="square">[*] Static Discharge - Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.
-Unenhanced Damage at Level 40: 29.76 (Energy)
-Foe: -Endurance
-Range: 40 (Cone)
-Endurance: 18.98
-Recharge Rate: 32 seconds[*] Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.
Self +Res (Smash, Lethal, Energy)
End: 1/sec
Recharge: 4 seconds[*] Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.
-Unenhanced Damage at Level 40: 20 (Energy, DoT)
-Foe: Immobilize, -End
-Range: 40
-Endurance: 19
-Recharge Rate: 32 seconds[*]Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.
-Unenhanced Damage at Level 40: 4.65 (Energy)
-Foe: Hold, -End
-Range: 60
-Endurance: 8.58
-Recharge Rate: 32 seconds[/list]
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CREDITS and ACKNOWLEDGEMENTS
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Credit goes to Positron and pohsyb for the original Mastermind information posting
Credit goes to Torment for reposting the henchmen's power information originally posted by ICG_Zombra
Credit for Pictures goes to Master_Zaprobo, ICF_Zombra, Sgt_Tyranny, Anj, Kuiper, Red_Zero, and On_Demand
Credit goes to Narcissus and Chandley for Leadership pool information
Credit goes to Master_Zaprobo for all his posts in CoV Beta on Masterminds
And many, many thanks to all those who played Masterminds in CoV Beta!
. . . Oh, and Red_Zero of course for copy, paste, save, and edit.
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APPENDIX - A City of Heroes / Villians Command List
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<font class="small">Code:[/color]<hr /><pre>
City of Heroes / Villians Command List
/cmdlist will list all commands in-game from the chat window
fullscreen Sets video mode to fullscreen.
maximize Maximizes the window.
disable2D Disables 2D sprite drawing.
screen Sets X and Y screen dimensions.
Should be constrained to 640x480,1024x768, 1280x1024, 1600x1200, etc
quit Quits game.
cmdlist Prints out all commands available.
bind Binds a key to a command
- 'bind k ++forward' will set k to toggle running forward.
unbind Unbinds a bound key (sets it to default). If the default
action is not desired, use: /bind <keyname> "nop"
bind_load_file Reads a list of keybinds from a file.
bind_load Reads a list of keybinds from <INSTALL DIR>/keybinds.txt.
bind_save Saves all keybinds to <INSTALL DIR>/keybinds.txt.
bind_save_file Saves all keybinds to specified file.
netgraph Displays network connection information.
maxfps Limits max frames per second.
maxInactiveFps Limits max frames per second while the game is not in the foreground.
showfps Show current framerate (1 = on, 0 = off).
camdist Sets the distance in feet that the third person camera pulls
back behind the player.
camreset Camreset is bound to the PageDown key (default) to reset the
camera behind the player.
demorecord Record a demo to the given name
demostop Stop demo record/play
texAniso Sets the amount of anisotropic filtering to use, reloads textures
fsaa Sets the amount of full screen antialiasing
vis_scale Controls world detail 1.0=default
shaderDetail Changes the shader detail level
useHDR Use HDR lighting effects (Bloom/tonemapping) if available
useDOF Use Depth of Field effects if available
useBumpmaps Use bumpmaps
useFP Use a floating point render target for HDR lighting
effects if available
useWater Use fancy water effects if available
noSunFlare Disables sun flare for performance debugging
renderScaleX Changes the horizontal scale at which the 3D world is rendered
relative to your screen size
renderScaleY Changes the vertical scale at which the 3D world is rendered
relative to your screen size
renderScale Changes the scale at which the 3D world is rendered relative
to your screen size
renderSize Changes the size at which the 3D world is rendered
useRenderScale Enables/disables render scaling feature
renderScaleFilter Changes method of filtering used in renderscaling
bloomWeight Sets bloom scale, valid values 0.0 - 2.0
bloomScale Sets bloom blur size, valid values of 2 or 4
dofWeight Sets DOF scale, valid values 0.0 - 2.0
compatibleCursors Enables useage of basic Windows mouse cursors instead of
graphical cursors (command line option)
shadowvol Controls whether or not shadow volumes are drawn.
ss Controls whether or not simple shadows are drawn.
follow set follow mode, 1 = follow selected target, 0 = stop following
stopinactivedisplay Stops rendering when the game is not the foreground application.
mouse_look Command key for mouselook
info Opens the info window for the current target
(yourself if you have no target).
info_tab Opens the specified tab of the info window for the current
target (yourself if you have no target).
info_self Opens the info window for yourself.
info_self_tab Opens the specified tab of the info window for yourself.
toggle_enemy Cycles through targetable enemies.
toggle_enemy_prev Cycles through targetable enemies (in reverse).
target_enemy_near Targets the nearest enemy.
target_enemy_far Targets the farthest enemy.
target_enemy_next Cycles through visible targetable enemies in near to far order.
target_enemy_prev Cycles through visible targetable enemies in far to near order.
target_friend_near Targets the nearest friend.
target_friend_far Targets the farthest friend.
target_friend_next Cycles through visible targetable friends in near to far order.
target_friend_prev Cycles through visible targetable friends in far to near order.
target_custom_near Targets the nearest match.
Parameters:
enemy - Hostile enemies
friend - Friendlies (including pets)
defeated - 0 HP targets
alive - Living targets
mypet - Inlcude only your pets
notmypet - Exclude your pets
base - Include only passive base items
notbase - Exlude passive base items
teammate - Include only teammates
notteammate - Exclude teammates
Other token will be matched against name for specific targeting
target_custom_far Targets the farthest match.
Parameters:
enemy - Hostile enemies
friend - Friendlies (including pets)
defeated - 0 HP targets
alive - Living targets
mypet - Inlcude only your pets
notmypet - Exclude your pets
base - Include only passive base items
notbase - Exlude passive base items
teammate - Include only teammates
notteammate - Exclude teammates
Other token will be matched against name for specific targeting
target_custom_next Cycles through matching targets in near to far order.
Parameters:
enemy - Hostile enemies
friend - Friendlies (including pets)
defeated - 0 HP targets
alive - Living targets
mypet - Inlcude only your pets
notmypet - Exclude your pets
base - Include only passive base items
notbase - Exlude passive base items
teammate - Include only teammates
notteammate - Exclude teammates
Other token will be matched against name for specific targeting
target_custom_prev Cycles through matching targets in far to near order.
Parameters:
enemy - Hostile enemies
friend - Friendlies (including pets)
defeated - 0 HP targets
alive - Living targets
mypet - Inlcude only your pets
notmypet - Exclude your pets
base - Include only passive base items
notbase - Exlude passive base items
teammate - Include only teammates
notteammate - Exclude teammates
Other token will be matched against name for specific targeting
unselect unselects currently selected thing
profiler_record Record client profiler information to specified file.
profiler_stop Stop recording profiler information.
reloadgfx unloads all textures (causing them to be reloaded dynamically)
texwordeditor edit the text layout for translatable textures
whereami Tells the name of the shard/map you are on.
loc Get current position.
getpos Get current position.
autoreply Start a reply for client.
cursorcache enable cursor cache for smoother cursor changes
ctm_toggle click-to-move toggle
clicktomove enables click-to-move
ctm enables click-to-move
beginchat Starts chat-entry mode with given string.
startchat Starts chat-entry mode.
slashchat Starts chat-entry mode with slash.
say Sends the given text on the current chat channel.
s Sends the given text on the current chat channel.
chat_set Sets the channel to the given string.
chat_cycle Cycles through the default chat channels.
hideprimarychat Hide/unhide primary chat window text messages.
tabtoggle Make the previously active chat tab the new active tab.
Used to flip between two tabs.
tabnext Cycle forward through all chat tabs in indicated chat window (0-4)
tabprev Cycle backward through all chat tabs in indicated chat window (0-4)
tabglobalnext Cycle forward through all chat tabs in all windows. Will open
the corresponding chat window if necessary.
tabglobalprev Cycle backward through all chat tabs in all windows. Will open
the corresponding chat window if necessary.
tabselect Select the given chat tab. Will open the corresponding chat
window if necessary.
change_handle Change your global user name, if allowed
Syntax: change_handle <HANDLE>
chan_create Create a new chat channel
Syntax: chan_create <CHANNEL NAME>
chan_join Join an existing chat channel
Syntax: chan_join <CHANNEL NAME>
chan_leave Leave a chat channel
Syntax: chan_leave <CHANNEL NAME>
chan_invite_team Invite your entire team or taskforce to a chat channel
Syntax: chan_invite_team <CHANNEL NAME>
chan_invite_gf Invite your entire global friends list to a chat channel
Syntax: chan_invite_gf <CHANNEL NAME>
chan_user_mode Sets user permissions for specified user on channel.
You must have operator status to set permissions.
Syntax: chan_user_mode <CHANNEL NAME> <PLAYER_NAME> <OPTIONS...>
Valid Options:
-join kicks user from channel
+send / -send gives/removes user ability to send messages to channel
+operator / -operator gives/removes operator status from another
user in the channel
chan_mode Changes default access rights for new user who joins the channel.
If you set -join, no one can join.
Syntax: chan_mode <CHANNEL NAME> <OPTIONS...>Valid Options:
-join kicks user from channel
+send / -send gives/removes user ability to send messages to channel
+operator / -operator gives/removes operator status from
another user in the channel
chan_members List all members of channel
Syntax: chan_members <CHANNEL NAME>
chan_motd Set the channel's Message Of The Day, which is sent to everyone
that joins the channel
Syntax: chan_motd <CHANNEL NAME> <MESSAGE>
chan_desc Set the channel's description
Syntax: chan_desc <CHANNEL NAME> <DESCRIPTION>
watching List all channels that you belong to.
gfriends Display all members of your global friends list.
ghide Make yourself invisible to your global friends.
gunhide Make yourself visible to your global friends.
gignoring Lists the players on your global chat ignore list
myhandle Display your chat handle.
quickchat Pops up the quickchat menu.
window_resetall Resets all window locations, sizes, and visibility to their defaults.
window_toggle Show a window if hidden, hide a window if shown. (Synonym: toggle)
toggle Show a window if hidden, hide a window if shown.
(Synonym: window_toggle)
window_show Forces the given window to be shown. (Synonym: show)
show Forces the given window to be shown. (Synonym: window_show)
window_hide Forces the given window to be hidden. (Synonym: hide)
window_color Changes the window colors.
windowcolor Changes the window colors.
chat Toggles the chat window.
tray Toggles the tray window
target Toggles the target window.
nav Toggles the navigation window.
map Toggles the map window.
menu Toggles the menu.
chatoptions Toggles chat options for specified window (0-4)
petoptions Displays pet option context menu.
powers Toggles the power inventory.
alttray Toggle the secondary tray while a key is being pressed. (for keybinds)
alt2tray Toggle the secondary tray while a key is being pressed. (for keybinds)
alttraysticky Toggle the secondary tray.
tray_sticky Set the sticky-state of the specified tray.
Syntax:
tray_sticky <SHOWING TRAY NUM> <0 for non sticky, sticky otherwise>
tray_sticky_alt2 Toggle the sticky-state of the alt2 tray.
next_tray Go to next tray.
prev_tray Go to previous tray.
next_tray_alt Go to next secondary tray.
prev_tray_alt Go to previous secondary tray.
next_tray_alt2 Go to next tertiary tray.
prev_tray_alt2 Go to previous tertiary tray.
next_trays_tray Go to next trays tray slot.
prev_trays_tray Go to previous trays tray slot.
goto_tray Go to specified tray number.
goto_tray_alt Go to specified tray number.
goto_tray_alt2 Go to specified tray number.
goto_trays_tray Go to specified tray number in the specified tray.
Syntax:
goto_trays_tray <SHOWING TRAY NUM> <TRAY NUM between 1 and 10>
team_select Select Team member.
pet_select Select Pet.
pet_select_name Select Pet.
powexec_name Executes a power with the given name.
powexec_slot Executes the given power slot from the current tray.
powexec_toggleon Toggles a given power on. If its already on, does nothing.
powexec_toggleoff Toggles a given power off. If its already off, does nothing.
powexec_altslot Executes the given power slot from the alternate tray.
powexec_alt2slot Executes the given power slot from the second alternate tray.
powexec_tray Executes a power in the given tray and slot.
powexec_abort Cancels the auto-attack power and the queued power.
powexec_unqueue Cancels the queued power.
powexec_auto Sets the auto-attack power to given named power
(or blank to shut it off, or toggles if it's on already).
inspirationSlot Activate an inspiration slot in the first row.
inspexec_slot Activate an inspiration slot in the first row.
inspexec_tray Activate an inspiration slot in the given row and column.
inspexec_name Activate an inspiration by name.
macro Add a macro to first empty slot.
macro <name> <command
macroslot Add a macro to provided slot.
macro <slot> <name> <command>
manage Go to the enhancement management screen
screenshot Save a .jpg format screenshot.
screenshottitle Save a .jpg format screenshot with the given title.
screenshottga Save a .tga format screenshot.
screenshotui Enables or disables the ui for screenshots (1=ui on, 0=ui off)
copychat Copy the entire chat history from specified chat Tab into
the clipboard.
bug Report a bug. Enter a short description of any length.
release Activate medicom unit fot emergency medical transport.
petition add user petition (stuck, cheated, etc) to the database
cc Change costume.
costume_change Change costume.
window_scale Change a single window scale.
logchat Toggle chat logging
assist Change your current target to selected allies target.
assist_name Change your current target to a specified allies target.
target_name Change your current target to any entity matching name specified.
dialog_yes Answer OK, Yes, or Accept to current dialog
dialog_no Answer OK, No, or Cancel to current dialog
dialog_answer Answer dialog with button matching provided text
renderthread
norenderthread
e3screenshot Enables special e3 2004 screenshot mode
localtime Prints local time (on your computer)
autoperf Automatically change world detail for performance.
petcom Set the stance or action of current pet.
Syntax: petcom_name "<pet name>" <stance, action, or both>
petcom_name Set the stance or action of a specific pet.
Syntax: petcom_name "<pet name>" <stance, action, or both>
petcom_pow Set the stance or action of a all pets cast by power.
Syntax: petcom_name "<power name>"<stance, action, or both>
petcom_all Set the stance or action of a specific pet.
Syntax: petcom_name <stance, action, or both>
petsay Make your current pet say something or emote.
petsay_name Make the named pet say something or emote.
petsay_pow Make all pets created by given power say something or emote.
petsay_all Make the named pet say something or emote.
petrename Rename your current pet.
petrename_name Rename the named pet.
lightmapLODscale Set lightmap LOD scale
camturn Turn camera to match player
playerturn Turn player to match camera
face Turn player to face target
windowcloseextra Leave fullscreen, close dialogs, and close
non-essential windows
gamereturn Leave fullscreen, close dialogs, and close
non-essential windows
clearchat Clear all chat buffers
keybind_reset Reset keybinds.
unbind_all Reset keybinds.
ctstoggle Toggles the click to source display.
canlook Whether the player can use the mouse to look around.
camrotate Camrotate is bound to the PageUp key to allow controlled
camera rotation around the player.
This command should not be invoked through the console.
forward_mouse Move forward. Enable autorun after 2 seconds.
forward Move forward.
backward Move backwards.
left Strafe left.
right Strafe right.
up Jump or fly up.
down Move down (if flying).
speed_turn Set the number of degrees for rotateleft/right
turnleft Rotate left a fixed number of degrees.
turnright Rotate right a fixed number of degrees.
zoomin Zoom camera in.
zoomout Zoom camera out.
lookup Pitch camera up.
lookdown Pitch camera down.
third Toggles between first and third person camera.
first Toggles between first and third person camera.
mouse_speed Scale factor for mouse look.
mouse_invert Invert meaning of mouseY for mouselook.
autorun Toggles autorun.
who get info on <player>
whoall Print who's on this map.
ignore Ignore User
unignore Unignore User
ignorelist Displays a list of ignored users
newspaper Open up the newspaper.
emaildelete Delete message <message num>
emailsend Send message <player names> <subject> <body>
stuck Try to get unstuck.
afk Marks the player as Away From Keyboard (with given message)
kiosk Pop up the kiosk info for the nearest kiosk.
(Assuming you're close enough.)
nojumprepeat Disable jump auto-repeat
sgraid_window Set your supergroup raid window <daybits> <hour>
gignore Adds a player to your global chat ignore list
Syntax: gignore <HANDLE>
gunignore Removes a player from your global chat ignore list
Syntax: gunignore <HANDLE>
gfriend Add a player to your global friends list.
gunfriend Remove a player from your global friends list.
chan_invite Invite player or chat handle to a chat channel
Syntax: chan_invite <CHANNEL NAME> <USER NAME>
ginvite Invite player or chat handle to a chat channel
Syntax: ginvite <CHANNEL NAME> <USER NAME>
chan_invite_sg Invite your entire supergroup to a chat channel. Only leaders
may use this command.
You must specify the minimum rank to invite:
0 - invite entire supergroup (members, captains and leaders)
1 - invite captains and leaders only 2 - invite leaders only
Syntax: chan_invite_sg <CHANNEL NAME> <RANK>
ginvite_sg Invite your entire supergroup to a chat channel. Only
leaders may use this command.
You must specify the minimum rank to invite:
0 - invite entire supergroup (members, captains and leaders)
1 - invite captains and leaders only 2 - invite leaders only
Syntax: ginvite_sg <CHANNEL NAME> <RANK>
chan_send Send message to chat channel. You must be in the
channel and have Send priviledges.
(alias is "/send")
Syntax: chan_send <CHANNEL NAME> <MESSAGE>
send Send message to chat channel. You must be in the
channel and have Send priviledges
Syntax: send <CHANNEL NAME> <MESSAGE>
respec Go to respec screen if you have recieved a free
holiday respec
getarenastats Get your arena stats.
servertime Print the current server time
show_petnames Displays the names of all your named pets
clear_petnames Clear the names of all your named pets
release_pets Release your current pets
tell Send a message to only one player.
t Send a message to only one player.
private Send a message to only one player.
p Send a message to only one player.
whisper Send a message to only one player.
friendlist Display friend list.
fl Display friend list.
group Send message to group channel.
g Send message to group channel.
team Send message to group channel.
yell Send message to entire map.
y Send message to entire map.
broadcast Send message to entire map.
b Send message to entire map.
r Reply to last person that sent you a tell.
reply Reply to last person that sent you a tell.
say Send message to your area.
local Send message to your area.
l Send message to your area.
s Send message to your area.
request Send message to request channel.
req Send message to request channel.
sell Send message to request channel.
auction Send message to request channel.
supergroup Send message to super group channel.
sg Send message to super group channel.
coalition Send message to coalition channel.
c Send message to coalition channel.
ac Arena chat channel
arena Arena chat channel
h Help/guide chat channel
help Help/guide chat channel
guide Help/guide chat channel
e Emotes a text string.
me Emotes a text string.
em Emotes a text string.
emote Emotes a text string.
friend Add player to friend list.
f Talk to friends channel.
estrange Remove player from friend list.
unfriend Remove player from friend list.
sidekick Invite player to be your sidekick.
sk Invite player to be your sidekick.
lk Invite player to be your lackey.
lackey Invite player to be your lackey.
unsk No longer mentor (or be a sidekick).
unsidekick No longer mentor (or be a sidekick).
unlk No longer be a lackey.
unlackey No longer be a lackey.
exemplar Invite player to be your exemplar.
ex Invite player to be your exemplar.
malefactor Invite player to be your malefactor.
mal Invite player to be your malefactor.
rsk Invite player to be your exemplar.
unexemplar No longer be an aspirant (or be an exemplar).
unex No longer be an aspirant (or be an exemplar).
unrsk No longer be an aspirant (or be an exemplar).
unmal No longer be an a malefactor.
unmalefactor No longer be an a malefactor.
invite Invite player to join team.
i Invite player to join team.
kick Kick player from team.
k Kick player from team.
leaveTeam Leave your current team up.
lfg Toggle looking for group status.
lfgset Set looking for group status
buffs Toggle team buff display.
makeleader Change the team leader.
ml Change the team leader.
sginvite Invite player to join supergroup.
sgi Invite player to join supergroup.
sgkick Kick player from supergroup.
sgk Kick player from supergroup.
sgleave Leave your current supergroup.
sgstats Display supergroup info in chat window.
promote Promote supergroup member one rank.
demote Demote supergroup member one rank.
nameLeader Renames the 'Leader' supergroup rank.
nameOverlord Renames the 'Overlord' supergroup rank.
nameCommander Renames the 'Commander' supergroup rank.
nameRingleader Renames the 'Ringleader' supergroup rank.
nameCaptain Renames the 'Captain' supergroup rank.
nameTaskmaster Renames the 'TaskMaster' supergroup rank.
nameLieutenant Renames the 'Lieutenant' supergroup rank.
nameEnforcer Renames the 'Enforcer' supergroup rank.
nameMember Renames the 'Member' supergroup rank.
nameFlunky Renames the 'Flunky' supergroup rank.
sgSetMOTD Sets supergroup MOTD.
sgSetMotto Sets supergroup motto.
sgSetDescription Sets supergroup description.
sgSetDemoteTimeout Sets supergroup demote timeout.
sgmode Toggle supergroup mode.
sgmodeset Setsupergroup mode.
coalition_invite Invite player's supergroup to join coalition.
ci Invite player's supergroup to join coalition.
coalition_cancel Cancel coalition with a supergroup.
coalition_sg_mintalkrank Set the minimum rank of members of your Supergroup
who can use coalition chat.
coalition_mintalkrank Set the minimum rank of members of a coalition
Supergroup who your Supergroup can hear.
coalition_nosend Stop your Supergroup from sending coalition chat
to an ally Supergroup.
trade Invite player to trade.
costume_change Change current costume.
cc Change current costume.
hide Hide from other users.
unhide Stop hiding from other users.
search Find a player.
sea Find a player.
findmember Find a player.
get_comment Get search comment.
comment Set search comment.
arenainvite Invite player to join your arena event.
ai Invite player to join your arena event.
sgraid_invite Invite player's supergroup to an instant raid.
raid_invite Invite player's supergroup to an instant raid.
</pre><hr />
Very Nice Guide, and very detailed
Always appreciated the Information that these guides had, they are very,very helpful
Just a quick side-note, they hyperlink to this guide goes to the 2nd page, not the first...
Otherwise great job
[ QUOTE ]
Just a quick side-note, they hyperlink to this guide goes to the 2nd page, not the first...
[/ QUOTE ]
UGH. It was getting very late that evening and I must have copy/pasted the wrong page. Slipped up on that very last part. I'll try and get it fixed.
Wow... just wow. I've been avoiding playing a MM because I felt they really were under-documented, and I'm not much for experimenting in my few hours of play time.
This is exactly what I need. Thank you so much for the effort here. Fantastic job!
Yay, very nice, Red! =^_^=
Must've been tons of work to put it all together! =O_O=
*sends Red Zero some peppermints*
Dungeoncleaners! (ID#125715): Slay the Adventurers! Rescue the Monsters! Return the Treasure!
Peppermint Cat-- Lv50 Mewtant Ice/Eng Bls
This the type of guide a person like me needs. I am thinking to make a MM next. Good Job. Nice Guide.
I loved your pull macro! However, when I tried to type it in, I was restricted do to the number of characters there were in the macro... Is there a way to get around this?
Yes there is, and I will have to appologize for this one as it is a rather long example, and a reflection of one I use.
[ QUOTE ]
Example:
/macro PULL "local GAMMA! Go draw their fire, we will back you up! $$emote attack$$petcom_name Gamma goto agg$$petsay_name Gamma CHAAARRRGGGEEE!!! $$petsay_name Alpha No Gamma! Don't be a hero! <em no> $$petsay_name Beta I don't think he's coming back after this
<em grief> "
[/ QUOTE ]
The example given here is overly long to be entered from the command line. The reason for this is that I used full names and commands to make it clear and easy to understand rather than abbreviated, compact and harder to read, and I am afraid this made it a bit overly long. There are several ways this can be made more compact:
Use L for Local, this is the same function in an abbreviated form
Use E for Emote. This only works for the Mastermind's emote, and can not be used for the Henchmen.
Abbreviate Henchmen names to the first 2 letters. Al for Alpha, Be for Beta, and Ga for Gamma.
Further we should be able to abbreviate the Goto Agg command to just Go Ag.
Finally, we can gain additional space by first creating the command button, and then entering in the commands by right-clicking on it and using edit by using just the following
/macro PULL ""
This will save you about 16 addition characters as the quotes, macro name, macro command, and the command slash will not have to be present in the actual macro.
So we can abbreviate the command to this:
Example:
/macro PULL "l GAMMA! Go draw their fire, we'll back you up! $$e attack$$petcom_name Ga go agg$$petsay_name Ga CHAAARRRGGGEEE!!! $$petsay_name Al No Gamma! Don't be a hero! <em no> $$petsay_name Be I don't think he's coming back after this
<em grief> "
Which will fit in the command line. You should be able to just copy that text and then click on the command line and press CTRL-V to paste it in and enter. Provided you have an empty space in your Power Tray, the PULL button should appear.
Or you can do this:
/macro PULL ""
Right-click PULL macro button -> Edit -> enter in the following:
l GAMMA! Go draw their fire, we'll back you up! $$e attack$$petcom_name Ga go agg$$petsay_name Ga CHAAARRRGGGEEE!!! $$petsay_name Al No Gamma! Don't be a hero! <em no> $$petsay_name Be I don't think he's coming back after this
<em grief>
This will work provide you have 3 henchmen with names that uniquely start with or contain Al, Be, and Ga.
------------------------------------------------------------
MASTERMIND NOTES v.3.0 (Issue 7)
------------------------------------------------------------
FOREWORD: If nothing else know this Log on to City of Villains, load up your Mastermind and type it in now! Learn it! Use it!
/macro Goto, petcom_all goto
TABLE OF CONTENTS
Archetype Summary
* A Basic Overview
* Summons
* Henchman Powers
* Slotting Henchmen
* Supremacy The Masterminds Inherent Power
* Traveling With Henchmen
* Inspirations Not just for the Mastermind
* Upgrading Henchmen
* The Henchmen AI
* Weaknesses
Commanding Henchmen and Henchmen Options
* Just Starting Out
* The 7 Colored Macro Command Buttons - How to get them on your tray
* Henchmen Commands - The Advanced Course
* Bodyguard Mode for Henchmen
* The Basics of How to Write Macros and Binds
* Recommended Henchmen Controls
Power Set Quick Reference
* Henchman Summoning Tiers
* Henchman Unlock Guide
Primary Power Sets
* Mercenaries
* Necromancy
* Ninjas
* Robotics
* Thugs
Secondary Power Sets
* Dark Miasma
* Force Field
* Poison
* Traps
* Trick Arrow
Power Pool Notes
* Concealment
* Fighting Pool
* Fitness Pool
* Flight Pool
* Leadership Pool
* Leaping Pool
* Medicine Pool
* Presence Pool
* Speed Pool
* Teleportation Pool
Patron Power Pools
* Going Rogue!
* Ghost Widow Soul Mastery
* Black Scorpion Mace Mastery
* Mako Leviathan Mastery
* Scirocco Mu Mastery
CREDITS and Acknowledgements
Appendix - A The City of Heroes/Villians Command list
More Mastermind Notes may be added later on with in this thread but will not be reflected in the Table of Contents here due to time of posting.