Guide to Mastermind Primary Suggestions


Auralu

 

Posted

Yeah, so the new forums broke this thread's links. But it allows me to edit this post. I'm not going to wade through Lady Jade's Power Suggestion thread and fix those links, but you can search through that thread for yourself. As for the rest of the links, they are just an index for this thread. Feel free to post new suggestions and comments in this thread as well.


 

Posted

(sorry, no shiney links...)

My vote is for Elemental Control first. I'll try to be brief (for me...yeah right...).

Firstly I want to try and break the 3-2-1 mold for MMs. They must have Pets but I don't see a need to rigidly adhere to the current structure. Yes, it's more coding to change it but once that coding was done it opens the doors for future MM Primaries.

Secondly I think we need more arcane-style MMs. We have lots of guns already but only Necromancy (lots of arcane) and Ninjas (with the Oni) do we have true magic stuff. We need more magic stuff...


Fire Blast: Basic tier 1 attack, something like Flares but with the Fire Blast animation.

Summon Elemental: Tier 1 Pet, starting with a Water Elemental at lvl 1 and adding the Air Elemental at lvl 6, Earth at lvl 16 and Fire at lvl 24. Yes, four tier 1 Pets. Together they should add up to roughly the same utility as the 5 tier 1s and tier 2s from the other sets because this set has no tier 2s.

The Water and Air pets would be a mixture of melee and ranged attacks. The Earth pet would be like a Stone Tank, drawing aggro, taking hits but not dealing as much damage. The Fire pet would have a few ST attacks and mostly AoEs

Earth Grasp: Minor damage attack with a short Immob component so as to not be the equal of the ST Immobs in the MM Secondaries. Basically doing less Immob and more damage.

Enhance Elements: First enhancement level.

Elemental Blast: A mixed-bag attack which would add Smashing damage, Fire damage, Cold damage, a minor Slow component and a small Fire-based DoT.

Elemental Link: Since this Primary has no tier 2 pets I needed something to fill that spot on the Powers list. Elemental Link is like a lesser form of Leadership except that the buffs are smaller but the pets get all three (Def, Acc and damage) at the same time. No hard numbers yet but I'm sure this can be balanced out.

Elemental Focus: When cast on a single pet this spell increases the pet's Def, Resistance, Healing and Recovery rates. Like Forge but as a toggle so only one pet every can be affected.

Meld Elements: This Power summons the tier 3 pet, an amalgam of all four basic elements. It would be quite a beast, with Stone melee attacks, Fire ranged attacks and a single Water or Air based Hold or Immob.

Elemental Mastery: The final pet upgrade.

I like the idea of breaking the 3-2-1 mold for MMs just to provide variety. If this idea were shot down then the tier 1s would be Earth, Air and Water and the Tier 2s could be Fire and Spirit, a mental-based pet (scarey thought though...).


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

I'll PM Ex to sticky this list.


 

Posted

This isn't very well thought out but it amused me at least.

Mastermind Clowns set:

(1) Rubber Dart - shoots a small rubber suction cup tipped dart at the forehead of the target foe. Inflicts minor crushing damage.

(2) Hire Clown - The clown ties a balloon animal around the neck of its
target that does minor crushing damage and does additional energy damage as a DoT when the balloon explodes.

(3) Dual Pop-Guns - Shots a cork at the target for medium damage.

(4) Equip Clown - Upgrades the attacks of your henchmen.

(5) Bucket O' Water - Toss confeti from a bucket in a wide cone that confuses all foes in the area.

(6) Circus Clowns - Seriously sad and seriously funny. Attacks include a water squirting flower that Stuns the foe and the ol' two finger eye poke inflicting lethal damage. Two Circus Clowns can team up to low-bridge (knockdown) any foe.

(7) Hook and Ladder - You call for a fire truck manned by 10 clown firemen who inflict compete mayhem upon the scene.

(8) Ring Master - This tall dark and musthshioed gentleman wields a whip and a pistol and knows how to use them.

(9) Upgrade - ... and what an upgrade it is. The Ring Master gets an additional attack called Human Cannonball which calls forth a large cannon which shoots a leather helmeted circus performer which lands inflicting severe AoE damage.


 

Posted

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I'll PM Ex to sticky this list.

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Stickying the list isn't going to do much good when most, if not all, of those links will be dead in a few months. Unlike "real" guides, none of those posts have deletion resistance. Best to copy the proposed primaries directly into this guide and then sticky it.


 

Posted

Post marked to save and stickied, please notify me with updates to the OP.

Ex


 

Posted

Realized I could edit an earlier post, so instead I'll just say: Ooh! My post got stickied!


 

Posted

Illusion as a Mastermind Primary:

  • Spectral Wounds 1 Ranged, High Damage (Psionic), +Special (Illusionary Damage, Healback)
  • Phantom Army 1 Summon Decoys
  • ??? 2 Ranged damage
  • Improved Illusion 6 Ranged Equip Illusion Henchmen
  • ??? 8 Ranged AoE/Cone damage
  • Spectral Terror 12 Summon Terror
  • ??? 18 Special, Group Invisibility?
  • Phantasm 26 Summon Phantasm
  • Greater Illusion 32 Ranged Upgrade Illusion Henchmen

So, any suggestions for the 2/3 new needed powers? Also, there would have to be a defined pet attack schedule. I'm not familiar with Illusion Controllers, I pulled my info from Paragonwiki, but I couldn't find more specific info on the pet's attacks. The only other thing I can figure out is that the Phantasm's duplicate would be tied to the Upgrade pet.

Ostrakon:
[ QUOTE ]
I imagine that the pets, while using more or less the same graphics, would probably be completely redone in terms of powers.

PA would basically be little EM dudes, possibly retyped ans scaled down to do Psionic Damage.
Base - Barrage, EP
Upgrade 1 - Bonesmasher
Upgrade 2 - Stun, Energy Transfer

ST would be kinda like a mini Ill troller
Base - Spectral Wounds, Terrify
Upgrade 1 - Blind, Decieve
Upgrade 2 - Flash

Phantasm would be an EB/Ment Blaster
Base - Summon Decoy, Power Bolt, Power Blast
Upgrade 1 - Power Burst, Energy Torrent
Upgrade 2 - Psychic Shockwave

At least that's how I envision it.

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Posted

Dementor:

Self-Duplication: verified as hard to do because of engine limitations, but still its a fun set to think about. The set focuses on quantity over quality, with an extra tier 1 henchman and a spamable "throwaway" pet as the "bonus" power.

Visually, the duplicates would look just like you, with a few limitations. Before being upgraded, your henchmen would have totally featureless faces, flat skin toned nothingness where a face should be, and no hair. With the first upgrade they get the a vague outline of a face and they get hair. The final upgrade gives your henchmen your full face.

Self Duplication-
Through means not well understood, you have the strange ability to create duplicates of yourself. These clones deal smashing damage and have no innate resistances but make up for it with superior numbers and the ability to replace fallen duplicates. The confusing nature of these clones gives their attacks a chance to taunt or placate, as opponents easily lose track of which one they are fighting. Your own attacks have a chance to placate as well.

A note that the placate effect here is a simple removal of aggro, there is no "hide" effect.

Project Image- (Ranged, Minor Smashing Damage, Placate) You create a single temporary clone next to an opponent. The clone delivers a single punch and vanishes, dealing minor smashing damage. A confusing attack, it has a chance to placate an opponent.

Create Clone- (Summon Clones) Creates 2-4 clones of yourself (depending on your level) Basic clones, they have very limited attack capability. Each attack they make has a chance to placate and a chance to taunt.
Starting Attacks:
Brawl- Melee, Minor Smashing Damage, Taunt, Placate
Boxing- Melee, Moderate Smashing Damage, Stun, Taunt, Placate
Upgrade 1:
Kick- Melee, Moderate Smashing Damage, Knockback, Taunt, Placate
Health- +Regen
Upgrade 2-
Challenge- Ranged, Taunt
Weave- Self +Defense

Manifest Images- (Ranged, Modearte Smashing DoT, Placate) You create several temporary duplicates by a foe, who pummel him with several sequential strikes. Like other attacks of this nature, it has a chance to placate.

Improve Duplicates- (Ranged, Improve Duplicates) You take some time to improve the quality of your summoned duplicates, giving them more advanced attacks and abilities.

Image Onslaught- (PBAoE Moderate Smashing DoT, Placate) Focusing your power, you replicate yourself many times over, pummeling all enemies in an area around you with several temporary duplicates of yourself. This attack is confusing, and can placate enemies.

Create Replicants- (Summon Replicants) Creates 1-2 Replicants (based on your level) to bolster your forces. Replicants are duplicates of you that can generate even more duplicates themselves. Like other duplicates, attacks by your replicants can placate or taunt.
Starting Attacks:
Project Image- Ranged, Minor Smashing Damage, Placate, Taunt
Manifest Images- Ranged, Moderate Smashing DoT, Placate, Taunt
Upgrade 1:
Placate- Ranged, Placate
Copy- Summon Copy. (Copys are poor quality brawling pets that last a very short time)
Upgrade 2:
Image Barrage- Cone Moderate Smashing DoT, Taunt, Placate
Replace Clone- Summon Clone (Will only activate this power in response to a dead Clone)

Copy- (Summon Copy) A quick and dirty duplicate, copies are quite weak, but can be created quickly and often. Dim-witted, copies will not follow orders like normal henchmen and will only last a short while before vanishing. Recharge: Fast
Starting Attacks:
Brawl- Melee, Minor Smashing Damage, Taunt, Placate

Create Doppleganger- (Summon Doppleganger) You create a near-perfect replica of yourself. The doppleganger has access to some of the powers of your secondary power pool, even if you yourself have not taken them.
Starting Attacks:
Manifest Images- Ranged, Moderate Smashing DoT, Taunt, Placate
Secondary Power #1- Twilight Grasp, Force Bolt, Alkaloid, Web Grenade, Gale or Entangling Arrow
Secondary Power #2- Tar Patch, Deflection Shield, Envenom, Caltrops, O2 Boost or Flash Arrow
Upgrade 1:
Image Barrage- Cone, Moderate Smashing DoT, Taunt, Placate
Secondary Power #3- Darkest Night, Insulation Shield, Weaken, Triage Beacon, Snow Storm or Glue Arrow
Secondary Power #4- Howling Twilight, Detention Field, Neurotoxic Breath, Acid Mortar, Steamy Mist or Ice Arrow
Upgrade 2:
Replace Replicant- Summon Replicant (Will only activate this power in response to a dead Replicant)
Secondary Power #5- Shadow Fall, Personal Force Field, Elixer of Life, Force Field Generator, Freezing Rain or Poison Gas Arrow
Secondary Power #6- Fearsome Stare, Dispersion Bubble, Antidote, Poison Trap, Hurricane or Acid Arrow

Perfect Duplicates- (Ranged, Perfect Duplicates) You mentally impart more knowledge to your duplicates, giving them even more impressive abilities.


 

Posted

_Blu_:
[ QUOTE ]
I've always thought this would be really cool, and I have a thought on how Beast Summoning might make a good addition to the limited choices of the Mastermind.
-Power # & Name-------Lvl Unlocked------Effect-
#1- Swipe - lvl 1 - The basic attack of the MM. Just like the claw version

#2- Summon Warwolf - lvl 1 - Summoned by the emote Howl. They look just like a minion warwolf but smaller. Just like any other lvl 1 pet, but with super strength moves jab and puch to start, upgrade to add haymaker and some def (like resist phys.dmg.type of thing), and 2nd upgrade to add Knockout Blow and possibly hurl boulder.

#3- Strike - lvl 2 - the 2nd MM attack, just like claw version.

#4- Enhance the Sencees - lvl 6 - the typical 1st upgrade, it would look like the MM would take one of those needles with a greenish liquid and inject it into the pet.
-Warwolves would become normal sized, and gain Haymaker and Resist Phys. Dmg. type of def.
-Snakes would gain Envenom/Weaken (When equipped, they both get the same, and only one. Envenom and Weaken both are just like they are in the poison set, and slightly weaker effects, and minor DoT.) and a little more def. They now look like the Ltn. Snake.
-Gorrila would become slightly bigger and darker coat of fur, as well as Mud Pots and Stone Skin.

#5- Slash - lvl 8 - The last MM attack, just like claws, but no def lowering effect.

#6- Summon Snakes - lvl 12 - Summoned by the emote ????. Just like anyother Lvl2 MMpet but they begin looking like a viper fang, and have the slash (that lowers def.??) and the poison bite.

#7- ??? - lvl 18 - Never Really thought of something good to go here, maybe you can figure something out.

#8- Summon Gorrila - lvl 26 - He is summoned with a chest beating, just like the emote that is used when you use Integration from the regen set. This is the total Beast that is the lvl 3 MM Pet, and he comes with a Mix of Super Strength and Stone based powers. He looks like anyother gorrila, picture him as a 6 1/2 ft. Donkey Kong without a tie. His basic moves are Stone Mallet, Heavy Mallet, and Hand Clap.

#9- Radical Mutation - lvl 32 - The beastly 2nd upgrade of the MM set. the Animation would be just like Enhance sences, except he throws the needle into the pet and it contains a red liquid.
-Warwolves now look like the boss Warwolf, and gain Hurl and Knockout Blow.
-Snakes gain Poisonous breath, just like from poison set, but mod DoT. They Now Look like the Cobra, the boss snake.
-Gorrilla gains Rage, Foot Stomp, and Fissure. he is now 8ft tall, and has near black fur, and demon red eyes.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Now you may think that these guys are just too good, but they have intese weakness to psychic attacks because of their small brains, which can easily be controlled, which gets to my next point, in which they are more easily held than other pets. They have a great attack stat but they love to flip out and kill things but are not the best at listening before you upgrade them.

With that said the beast summoning set should be somewhat balanced out even with its power. I think that just about any of the secondaries would go good with it, and im open for any suggestions that you might have to make this even better, and hopefully it could even be put into villians.



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Original Thread


 

Posted

Negative_Man:

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Power Set Name: Werewolves
Primary/Secondary/Pool: Primary
Archetype: Mastermind


Widely known for their instinctive cunning and brutal savagery, and rightly feared because of it, the Mastermind who can command Werewolves must have a will of iron, or a special kinship. Whatever the means, a pack of vicious lycanthropic beasts answers your call, with fang and claw to tear your opponents apart. All Werewolves recover health at an accelerated rate, and are resistant to disorient, confusion, and fear, as their minds are filled with unending rage.


1. Shriek: You let forth a quick Shriek, damaging your target and weakening his Damage Resistance. Ranged, Minor DMG(Smash), Foe –Res(All)

2. Wolf Pack: Summons one to three Pack Wolves (depending on your level) to do your bidding. These Werewolves are fast runners and recover health quickly, but they are the youngest and are limited to basic fighting skills. However, they can be Transformed to utilize more deadly attacks. You may only have 3 Pack Wolves under your control at any given time. If you attempt to call more Pack Wolves, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Summon Pack Wolves

3. Scream: Your Scream can cause serious damage to a target, while weakening his resistance to further damage. Ranged, Moderate DoT(Smashing/Energy), -Res

4. Transform Werewolves: Permanently bestows new attacks and abilities to one Werewolf Henchman. The powers gained are unique and dependent upon the Werewolf Henchman that is Transformed. Transform Werewolves only works on your Werewolf Henchman and you can only Transform any given Werewolf Henchman once. Ranged, Transform Werewolf Henchman

5. Howl: A short range, but powerful sonic attack. Ranged Cone, Medium DMG(Smashing/Energy), Foe -Res(All)

6. Berserker: You can summon one to two savage Berserker Werewolves (depending on your level). As Brutes, Berserkers will generate Fury and deal more damage the longer the combat lasts. Like all Henchman, Berserkers can be Transformed into more powerful fighting forms. You may only have two Berserkers under your control at any given time. If you attempt to summon more Berserkers, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Summon Berserker

7. Full Moon: The light of the Full Moon sends one Werewolf into an enraged frenzy. Once the Werewolf sees this light, his Damage, Accuracy, Endurance Recovery, and Regeneration will be greatly increased. The target Werewolf will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. After the frenzy ends, the Werewolf will be exhausted and drained of all Endurance for a while. Buff Werewolf +DMG +ACC +Recovery +Regen

8. Elder Shaman: Summons a wise and powerful Elder Shaman. The Elder Shaman is a sorcerer and sage among his people. He can persuade nature spirits to hinder his enemies, and calls upon storm spirits to strike them down. You may only have one Elder Shaman under your control at any given time. If you attempt to summon another Elder Shaman, the power will fail. Summon Elder Shaman

9. Shape Shift: Shape Shift will permanently bestow the most powerful physical form to one Werewolf Henchman. The Shape Shifted Werewolf will gain new abilities and powers. The powers gained are unique and dependent upon the target Werewolf Henchman that is Shape Shifted. This power only works on your Werewolf Henchmen and you can only Shape Shift any given Werewolf Henchman once. Ranged, Shape Shift Werewolf Henchman

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Original Thread


 

Posted

Dark_Passenger
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Honestly how cool would it be for an Animal control primary for MM? Think about it. Here is what I was thinking for the different tiers and powers.

Tier 1 pet: Attack Dogs
A pack of trained dogs that follow commands well (better than zombies but not as well as the other sets) do lethal damage with Knockdown as their secondary effect. To start with they are domestic canines, something similar to a german sheppard with a "charge" ranged attack that closes the gap and deals minor damage with a small chance to knockdown to a bite that deals moderate damage with a moderate chance to knock down. With the first upgrade they bocome more like dobermans, thier fur becomes black and they gain resistance to immobilization and another moderate damage melee attack. With the final enhancement they become a pack of wolves with a sonic attack howl ranged attack.

Tier 2: Snakes
Standard debuff pet. Comes with some good single target damage resistance and defense debuffs on it's bites and a single target venom spit as it's sole ranged attack to begin with. With the first enhancement it becomes a cobra and gains the venom cone possessed by the Cobra Bosses and with the final enhancement becomes a Black Scaled King Cobra with envenom(Poison MM) and a targeted AOE Defense and Accuracy Debuff similar to radiation infection with it being attached to a cone dealing moderate damage.

Tier 3: Bear
What starts out as a rather small brown bear with higher damage but slower recharge versions of the single attack powers in the claws powerset. It's attacks start out as moderate damage with a Roar for sonic damage as it's only ranged attack. It is very aggressive and will close to melee range as soon as possible. It's attacks have a chance for knockdown. With the first enhancement it grows in size to that of a black bear, Gains a melee cone for moderate damage. With the final enhancement it becomes a Grizzly Bear with Evicerate (different animation of course. A bear doing flips would be silly.) and Shockwave.
I mean really If thugs and Mercs can get such awesome powers on their tier 3 pet why cant this build?

Lvl 18 buff: Frenzy
PBAoE Damage, Recharge, Accuracy +30%, Defense, Resistance -30%. + aggression. Your pets will follow your commands less but in return will be more agressive and will gain a perception increase and close to melee quicker (like fire imps on SB) Very Long Recharge.

Your Powers:

Training Megaphone:similar to Sonic Blast

Shriek
Scream
Howl

I think this would be a blast to play and very visually stimulating let me know what you think!


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Original Thread


 

Posted

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Osakatron

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I lol'd.

As for attacks in an Illusion primary, I'd say

1- Mental Blast
4- Spectral Wounds
8- Psychic Scream
18- Group Invisibility.


 

Posted

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Osakatron

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You know, I looked at this like three times before I realized what you meant. I feel silly.

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Ostrakon

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Fixed.


 

Posted

I would like to see a fire mastermind, as well as a dark mastermind. (And dark controllers, for that matter.)


 

Posted

I want Arachnos minions. Or something along those lines.

Tier 1: Wolf Spider with its standard single pistol. Equip would give it dual with a downgraded Empty Clips from the thugs MM primary. Upgrade would turn them into Wolf Spider Tac Ops. With their mace blast and poison -def and -recharge attack.

Tier 2: Fortunata Seer's with mental blast, psionic lance. Equip would give them Subdue, and their version of tactics. Mind link I believe. Upgrade would make them Fortunata Mistresses. Changing costume while giving Psychic Scream, and Will Domination, their single target sleep.

Tier 3: Bane Spider Executioner with Bash, Pulverize, Crowd Control. Equip would give their Holds and Immobilize, Web Gernade and Cacoon. Upgrade would give their two blasts and Whirling Mace.


I'd put some slow recharges for the Bane Spider and damage would be downed for the Fortunata on its psi attacks. But otherwise I would see it as a really fun primary for Master Minds.

Keep in mind that this is only the pets. Not the attacks that go with it. No idea what those would be.
Thoughts?


 

Posted

[ QUOTE ]
I want Arachnos minions. Or something along those lines.

Tier 1: Wolf Spider with its standard single pistol. Equip would give it dual with a downgraded Empty Clips from the thugs MM primary. Upgrade would turn them into Wolf Spider Tac Ops. With their mace blast and poison -def and -recharge attack.

Tier 2: Fortunata Seer's with mental blast, psionic lance. Equip would give them Subdue, and their version of tactics. Mind link I believe. Upgrade would make them Fortunata Mistresses. Changing costume while giving Psychic Scream, and Will Domination, their single target sleep.

Tier 3: Bane Spider Executioner with Bash, Pulverize, Crowd Control. Equip would give their Holds and Immobilize, Web Gernade and Cacoon. Upgrade would give their two blasts and Whirling Mace.


I'd put some slow recharges for the Bane Spider and damage would be downed for the Fortunata on its psi attacks. But otherwise I would see it as a really fun primary for Master Minds.

Keep in mind that this is only the pets. Not the attacks that go with it. No idea what those would be.
Thoughts?

[/ QUOTE ]I think this idea is very, very stupid.


 

Posted

[ QUOTE ]
I think this idea is very, very stupid.

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Please, no bashing ideas. If you want to add something, keep it constructive.


 

Posted

An easier change that would make a big difference to me is the option of choosing from a selection of henchman looks (like with weapons). For example, I have a Science Origin Necro/Poison MM. I love the play of it, and am proud of my backstory, but I'm stuck with sword-weilding, wizard-robed minions. It sure would be nice if there was a set that operated exactly the same but had a modern zombie look.

Just adding a couple of additional sets would open up the possibilities for customization:

-Modern-day zombies, wearing normal clothes/suits and weilding a fireaxe instead of a sword. maybe the lich is a zombie bride!

-Thugs that are dressed in matching henchman uniforms (ideally you could select a spot color or chest logo).


 

Posted

Mabus001

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Demon Summoning
While others hire muscle, build robots, or train assassin's you bartered with your soul. You have the ability to summon the minions of the many layers of hell and can channel hellfire itself. Your minions are highly resistant to fire damage due to their origin and have a smaller resistance to lethal damage because they were created to fight.

Level -1
Summon Behemoth (1 -3 Behemoths dependent upon level)
They may not have the best personality but they will burn anything in your path.

Level -1
Flares
Infernal flames run through the blood of all summoners. You can release a quick burst to slay your enemies.

Level -2
Fire Burst
Similar to flares, but more damage with a longer recharge.

Level -6
Dark Pact
As a demon summoner, your connection with the infernal powers is so strong that you may ask them to bless you demonic horde. (Upgrade)

Level -8
Fireball
You can unleash a furious burst of hellfire that burns all fores in large radius. (like all mastermind attacks, if you can handle the aggro and the low damage: have fun)

Level -12
Summon Succubus (1-2)
These evil temptresses will join your army. Their powers of persuasion and trickery can confuse and entrance you enemies. When pressed they have no fear of hand to burning-hand combat.

Level -18
Infernal Gate
You can temporarily open a gate to one of the many layers of the hells. Demons will poor through and decimate your foes. Unfortunately, these demons are not as strong as your normal horde and can only exist on your plane for a short time. (eat that gang war)

Level -26
Summon Behemoth Overlord
You can summon one of the most ferocious demons in all the infernal realms. This beast will gladly lead your infernal charge burning everything in its path. It can burn all in its wake and use its fiery sword to destroy any mortal foolish enough to get too close.

Level -32
Infernal Damnation (upgrade)
With your own soul now finally committed to the infernal powers, they will now grant your army the most powerful infernal boons. This profane boost turns one of your minions into a true demon.

So all of these powers or pets exist for the most part. I will not bother going in to the individual powers at this point as the post is already too long. The short story is this:
They do damage and that is about it. Other masterminds get tricks, you get fire. If robots get a giant deathbot, I can get a giant demon at 26. In fact, we already know it can fit in caves.

Is anyone else ready to summon some demons?

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Original Thread


 

Posted

Angry_Citizen

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You command a cult with powerful magic-based abilities. Cultists tend to be very vulnerable to physical damage, but are extremely capable magicians, allowing them to divert some elemental and energy-based attacks elsewhere. Cultists tend to specialise in a certain field of magic, which grants them further resistance to attacks based on their chosen field of study.
.

Staff Bolt: You hurl a blast of magical energy towards your foe. Energy from your staff tends to lower enemy resistance. ((Typical tier 1 attack... 3.5% -resistance that lasts ten seconds. The Staff would be like the Vanguard Wizard's, and the energy itself would be dark, sickly green))
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Acolytes: You summon 1-3 Acolytes. Acolytes are fearsome and cunning servants, totally devoted to your cause. They are, however, only beginning their magical training. They hurl powerful blasts of fire, and carry a ritual dagger which they use with ferocity. ((Robed warriors with blood covering the sleeves around their hands. Their faces will be darkened and unseen, with an eerie red light emanating where the eyes should be. They'll have the new Flares at the beginning, and a Dagger Slash attack. They gain Fire Ball and Fire Blast with the first upgrade, and a Dagger Stab. The second upgrade would give them Blaze and Cursed Dagger, which would do negative energy and would "curse" the target with a 15% -dmg debuff. They'd have 7.5% defence to f/c/e/ne and 33% fire resistance, but nothing else for protection.))
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Staff Blast: You fire a far more powerful blast from your staff. This will greatly weaken your foe. ((7.5% -resistance, lasting 20 seconds... make it a really weak attack, though. The idea is to give a Mastermind something to do offensively, as the damage they do is rather pitiful.))
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Initiate: ((Typical upgrade. You wave your staff in the air, with a red pentagram appearing beneath the targeted Cultist.))
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Staff Jab: You jab a foe with your staff, causing immense pain. Your foe will be held while he writhes in agony. ((12.5 second hold; give it a 30 second recharge. Recolour the "graphical fx" from the Sapper's melee hold to match the Staff bolts))
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Sorceresses: You summon 1-2 Sorceresses. They are effective magicians, attuned to supporting their Cult. However, any good Sorceress knows how to defend herself; thus, they have a dazzling array of magical electrical powers. ((Empath/Elecs. They'd initially have Heal Other and Charged Bolts. First upgrade would give them Fortitude, Lightning Bolt and Ball Lightning. When you have two Sorceresses, they'll be able to keep four Cultists buffed with Fortitude, which would grant, say, 7.5% defense, 15% dmg, and 10% tohit each. Second upgrade would give them Adrenaline Boost and Static Discharge. Adrenaline Boost would be greatly reduced in strength, but would often be given to the Mastermind him-or-herself. Fortitude would be prioritised on the tier 3 pet, then the Acolytes, then the Mastermind, then the other Sorceresses. They would have 33% energy resistance, and 7.5% f/c/e/ne defence.))
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Sacrifice: You sacrifice a targeted Cultist, and bind their ethereal spirit to your will for all eternity. Your Cultists recognise the release that death provides, and will bind themselves permanently to your will, until you force them to move on, or unless they are forcibly dissipated by enemies. You may only have six Henchmen at your command at one time, and each Ghost counts towards your maximum Henchmen count. ((Essentially, you "kill" your henchman, and turn them into a Ghost. Each Ghost from each Tier would be different. The Acolyte would be little more than terrifying ghosts with Dark Melee and Dark Blast powers, such as Dark Blast, Gloom and Night Fall, with Smite and Shadow Punch. The Sorceress would be more support oriented, with a Dark Miasma shtick, with Darkest Night, Twilight Grasp and perhaps Petrifying Gaze, plus Gloom and Night Fall. The tier 3 would become a Dominator. He'd still wield his staff, but would command all sorts of new abilities. I'd guess a Hold, a Fear, an AoE immob, and a ton of Dark Blast powers. All Cultists would gain a lot of negative energy resistance, but I think it'd just make them more support oriented, and less damaging. So, much safer, but much weaker. The trick is to find out which pets should be sacrificed. As an added balance element, perhaps make the Ghosts non-dismissable, so you'd have to physically get them killed if you want to resummon living beings.))
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Warlock: You summon a tremendously powerful Warlock. As the most advanced of your Cult, he wields a fascinating array of magical abilities. He is a fierce warrior, and carries a staff much like yours. However, he tends to favour icy attacks, but is also capable of wielding deathly blasts, and devastating fiery attacks. ((Initially, they'd have Ice Bolt and Ice Sphere (see: Vanguard Wizard). First upgrade would give him Dark Blast, Life Drain and Staff Jab. The second upgrade would give him Torrent of Flame (essentially, imagine someone slowly waving a staff horizontally, creating a cone of flame radiating outwards), and Hellfire (essentially, imagine a pentagram erupting beneath the feet of a targeted individual... and see a huge burn patch the size of Bonfire's, which would act like a damage-based Volcanic Gasses. He'd have 10% defence to f/c/e/ne and 15% resistance to f/c/ne.)))
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Magical Empowerment: ((Second upgrade, with a green, flowing pentagram.))


Thoughts? It seems like it might be a little overpowered, but I tried to make it resemble Bots.


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Original Post


 

Posted

Earths_Creed

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Power Set Name: Demonology
Primary/Secondary of Pool Power: Primary
Arch-type it is for: Mastermind
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Whether by a series of pacts with lesser and/or greater fiends, or by the capture, research, and manipulation of various arcane terrors for “science” or worse, you have garnered a small force of demons under your control.
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Tier 1: Flares: A quick attack that throws Flares at the target. Little damage, but very fast
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Damage: Minor Damage(Fire) Recharge: Very Fast
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Tier 2: Summon Feral Imp: Summon up to 3 Feral Imps into your service. The simplest of creatures from other realms can be quite a force to be remembered. With razor-sharp claws and retaining a small hint of their infernal heritage, these imps will tear into your foes with great fervor. Your third Imp will be more in-tuned with their blazing powers and will wield fire attacks that scorch your enemies.
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Feral Imps have: Natural Resistance (Smashing, Lethal, Fire, Confusion Resistance) and Swipe [Minor Lethal DoT]
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1st Upgrade: Strike [Moderate Lethal], Slash [Moderate Lethal, -Def] (The baseball bat SWING! For fun. ;D )
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2nd Upgrade: Follow Up [Minor Lethal, +Dam +ToHit], Healing Flames [Heal Self]
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Infernal Imp has: Natural Resistance (Smashing, Lethal, Fire, Confusion Resistance), Scorch [Minor Fire], and Flares [Minor Fire]
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1st Upgrade: Fire Blast [Moderate Fire], Cauterize [Heal Other]
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2nd Upgrade: Fire Ball [Moderate Fire/Smash], Thaw [Resist Effects]
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Recharge: Very Long
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(Note) These would use models from Fire Imps/Rikti Monkeys, but scaled a bit larger. Or Red Caps… Hmm!
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Tier 3: Fire Blast: Sends a Blast of Fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.
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Damage: Moderate Damage(Fire) Recharge: Fast
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Tier 4: Enhance Demon: Through your continued experimentation or practicing of your art, you can enhance the effectiveness of one of your Demonic Henchman. Each Demonic Henchman can only be Enhanced once, and must be reapplied if your Demon should fall in battle.
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Recharge: Fast
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Tier 5: Fire Ball: Hurls an exploding Fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze.
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Damage: Moderate Damage(Fire/Smash) Recharge: Slow
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Tier 6: Summon Plague Fiends: Summon up to 2 Plague Fiends into your service. The second set of minions coming to your service hail from a twisted realm where their defense is a hearty offense, and comes with punishment on their enemies. Their body produces a dangerous toxin that they use to great effect, whether it be in barbs around their body or by excreting this around them as a haze. Though you can only have two of these horrors with you, they will be of great use to you and your endeavors.
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Plague Fiends have: Natural Resistance (Smashing. Lethal. Toxic), Thorny Darts [Minor Lethal, Minor Toxic DoT, -Def] Impale[High Lethal, Minor Toxic DoT, -Def, Immobiliz] Haze Cloud (PBAOE that lowers Defense of all in radius)
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1st Upgrade: Fling Thorns [Moderate Cone Lethal, Minor Toxic DoT, -Def], Envenomed Breath (Similar to Envenom, but weaker numbers with a narrow cone)
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2nd Upgrade: Thorn Barrage[Superior Damage, Minor Toxic DoT, -Def], Neurotoxic Breath [Cone -Speed, -Recharge]
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Recharge: Very Long
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(Note) This uses a Human model with Thorny Assault weapon graphics.
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Tier 7: Sacrifice: Sometimes a dead minion is a good minion after all! With this augmentation to one of your Demons, their body will become volatile and the slightest scrape will cause their body to explode, dousing the surrounding area with a powerful attack. Sadly, you lose your minion… But there will always be more, right? The explosion will be different for each tier of minion; For Feral Imps, they will explode in a blaze of ‘glory’, causing Fire damage to all enemies caught in it and Knocking them back. For Plague Carriers, a vile cloud will set in the area along with their poisoned barbs flying everywhere. Further attacks will cause more damage for a set time, as well as some Lethal and Toxic damage will be dealt by the stray barbs. For your Frost Behemoth, he will cause huge icicles to sprout from his corpse to deal Cold and Lethal damage, while also spraying the area with something akin to a snow storm, severely slowing the attack rate and recharge rate of enemies within the radius.
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Henchman Death, (PBAOE Effects)
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Recharge: Long
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Tier 8: Frost Behemoth: Summon a Frost Behemoth. Not all Demons come from a fiery pit. Some live in the cold recesses of dark caves, on unhabitable specks of earth that would chill a normal person to the bone. Literally. This creature comes with a vast array of self defense powers, though it can fend off attackers as well. Though you can only control one of these dangerous beings, it is quite worth the added frozen muscle meat.
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Frost Behemoth has: Natural Resistance (Smashing, Lethal, Cold, minor Cold Defense to All but Psionics, Confusion, Placate, Hold, Disorient, Sleep, Immobilize), Gauntlet [Foe Taunt], Frozen Fists [Minor Cold/Smash, -Speed, -Recharge], Ice Sword [Moderate Cold/Lethal, -Speed, -Recharge], Frozen Armor [+Def Smash/Lethal, +Res Cold/Fire, +Def Debuff Res]
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1st Upgrade: Ice Sword Circle[PBAOE Moderate Cold/Lethal, -Speed, -Recharge], Icicles[PBAOE Minor Lethal]
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2nd Upgrade: Greater Ice Sword[High Cold/Lethal, -Speed, -Recharge], Glacial Armor [+Def Energy/Negative, +Def Debuff Res, +Perception]
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Recharge: Very Long
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(Note) This uses the CoT Behemoth model, but altered to look glacial... maybe aspects of the Hellfrosts?
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Tier 9: Augment Demon: The final boon and the pinnacle of research and fruit of your labors; with this augmentation you can enhance the effectiveness of one of your Demonic Henchman to its final potential. Each Demonic Henchman can only be Augmented once, and must be reapplied if your Demon should fall in battle.
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Recharge: Slow

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Original Thread


 

Posted

Gray_Sage
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Power Set Name: Amazons
Primary Pool Power
Archetype: Masterminds
Whether they be part of an ancient civilization lost to time or viking women from Venus, you have gained the fierce loyalty of this army of warlike women. These women are trained in combat with a fighting philosophy that is filled with mysticism. Their fervent, almost fanatical desire for battle makes them very fearful opponents.

List of Powers
1. Throw Javelin
You throw a javelin. It is light and can be thrown easily but deals only minimal lethal damage. It has a fast recharge power though.
Same animation as the throw knives power, except a javelin embeds itself in the enemy, much like arrows do.
Power Effects: Small lethal damage, quick recharge
2. Call warriors
You summon three warrior women to fight for you. The warrior women are armed with a spear and is very proficient in close quarters combat.
I imagine the warrior women to be clad in a silver armor but have their legs exposed. Their spears should look more like a Japanese naginatta.
Their attacks include the following
Initial: Kick, Stab
The kick is a standard fighting pool kick. Stab makes the women stab their opponent for a good lethal damage.
Promote: Blunt strike, Brandish
Blunt strike makes the warriors use the other end of their spear to deal a trivial smashing damage but has a small chance of stunning the enemy. Brandish makes the women slash their spear in a small cone in front of them, dealing a good amount of lethal damage.
Bestow Blessing: Fury strike, Spear Twirl
Fury strike makes the women jump over head and slash with their spears, dealing superior lethal damage. Spear Twirl makes the warriors spin their spears overhead, dealing moderate damage to a PBAoE
3. Throw Harpoon
The harpoon is much heavier than the javelin. It deals a stronger lethal damage but takes longer to recharge. The harpoon penetrates armor, reducing the enemy's armor and embeds itself into the enemy, dealing some damage over time.
I imagine the animation of this kind of like an Olympic harpoon thrower, one hand holds the harpoon and winds it back. The other hand is raised to aim, then the character throws the harpoon.
4. Promote
You promote an Amazon, raising their standing in society and giving them access to stronger attacks.
The animation of this is having your mm do the pointing animation at the Amazon and the Amazon doing the victory emote
5. Foot Stab
You aim the harpoon at the foot of the enemy, stopping their movement. This deals a good amount of lethal damage and the howling pain of having a SPEAR IN YOUR FOOT deals damage over time. Plus the sight of having a SPEAR IN YOUR FOOT demoralizes the enemy, reducing their damage.
Same animation as harpoon, except the harpoon isn't embedded on the body but on the foot. It deals strong lethal damage, immobilize, damage over time and reduces attack power of enemy.
6. Call Priestess
You call 2 of priestesses to fight by your side. The priestesses are the spiritual leaders of the Amazons and are trained in many arts and sciences to help complement their more physical sisters. They can use herbal medicine to heal the damage of their allies and their presence in the battlefield inspires courage to the Amazons. They are also trained in using the bow.
The priestesses look like Japanese Mikos. They enter the battlefield playing a guitar or sitar with a light over them.
Attacks
Initial: Snap shot, Alkaloid
The snap shot is taken from the archery pool. Alkaloid is taken from the poison pool.
Promote: Aimed Shot, Assault
The aimed shot is also from the archery pool. Assault is taken from the leadership power pool.
Bestow Blessing: Blazing Arrow, Tactics, Strong Perfume
Blazing Arrow from archery again. Tactics from Leadership. Strong Perfume: the priestess wears a perfume with a pungent smell that is able to stun enemies kind of like Choking Cloud from Radiation Emission. The animation is like the luminiscient tendrils of the peacebringers.
7. War Cry
You shriek out the battle cry of the amazons. This temporarily boosts their attack power, recharge rates and accuracy.
This is a temp buff for all your minions. Here, I was thinking alongside the lines of Xena's warcry when it is used.
8. Call Matriarch
The Matriarch is one of the highest orders of the Amazonian society. This is reached only by one method: valor in combat. The matriarch leads her sisters into battle. Her sheer presence makes the enemy cower in fear. She wields a giant mace in combat. She is heavily clad in armor and serves as a good tank.
The matriarch would look something like Valkyrie from the Vindicators. Golden armor covering her entire body except for her face. The mace, I was thinking it would be colorful, like a beach ball (think Shampoo's maces from Ranma 1/2). It is colored like that to make the enemy think that it cannot deal that much damage but in truth, its made out of steel. All the mace powers would be taken from the war mace pool. I also imagine the matriarch to come in riding a horse.
Attacks
Initial: Bash, Pulverize
Promote: Jawbreaker, Invoke Panic (from the Presence Pool)
Bestow Blessing: Whirling Mace, Shatter, Weave (from Fighting Pool)
8. Bestow Blessing
You give your blessing to one of the amazons. This inspires her and lets her learn new moves almost instantaneously.
The animation of this is having the mm raise his hand while the Amazon kneels then a light shines down on the amazon and the amazon does the power up animation of the defensive powers.

Also, imagine that when you dismiss the Amazons, they will run away saying something like. "Lets go find another fight!" or "Need...more...fighting."


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Original Post


 

Posted

OP Updated, thank you.

Ex


 

Posted

I want some Peacebringers and Warshades as my pets Great ideas you got here heeh. I want 3 Nova forms 2 darf forms and the light/dark form! Now the olny question is how do they become your hechmens.