Guide to Mastermind Primary Suggestions
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Beast Summoning
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Throw a bull in there that can gore and trample and you got a winner.
Don't mess with Texas!
--moo
I appreciate Stickies and all in the MM forum, but for a list of primaries that with very few exceptions are complete jokes and stuff that will never make it in? I hope to goodness I didn't see animal-based stuff and clowns there.
Global - @Proton Sentinel
Jack Devon Crab Spider VEAT; Virtue
Mordigen Earth/Storm on Liberty and Virtue
Technological Terror Bots/FF; Liberty.
50s: Zul Vakirol Thugs/Poison; Virtue. Kiyujin Katana/SR
I admit it, the list from Lady_Jade's thread someone else compiled towards the end and I copied it without looking at each suggestion. If someone else wants to point out some of the most well thought out suggestions I'd gladly move them into the main list.
I'd rather not leave out any suggestions just because they seem less serious as long as they take the trouble to list every power in the set. If there are any less serious posts that are just vague descriptions, let me know and I'll leave them out in the next revision.
i think a cool thing for a mastermind to summon would be those two-leged Egyptian jackals everybody likes. X)
seeing as we dont really have a heavy mutant/magic/sci primary, and one that mixes melee and range heavy pets, so ive come up with a new set:
[u]Monsters[u]
You can summon mighty monsters that will do your bidding. Monsters make for very powerful pets, with impresive ranged and melee capabilities, but be careful, they may need a bit more careful watch than other minions.
1) Throw Spines (Thorny darts animation, damage:moderate rech:fast, foe -spd, minor toxic dot)
2) Summon Beasts: Beasts are the frontine of any monsterous mastermind's army, they are vicious melee combatants and can tear apart any enemy with their deadly claws
[u]details[u]
Look: Fire imp skeleton, scaled to 5ft tall at head. skins randomized from monsterous fur, reptillian, and skin, and also randomized tints from brown, grey to dark greenish.
heads will be a variation of the warwolf/behemoth head model, only reskinned/colored if necessary to fit reptiallain and/or "skin" textures
[u]Powers:[u]
Base: Superleap
Durability (auto +5% def s/l, +5%res all but psi)
Swipe (see claws), bite (Moderate lethal/smashing damage, fast recharge)
1st upgrade: Slash, Follow-Up (+10% damage per sucessful attack, duration: 10 sec rech:12 sec)
2nd upgrade: Eviscerate (damage: 50 lethal damage at lvl 50, rech: 30 seconds)
3)Impale (moderate damage, rech: moderate, foe mag 3 immob, minor toxic DoT)
4)Train Monster (fisrt upgrade power)
5) Spine Burst (PBAoE, minor lethal damage, high toxic DoT, rech: 40 seconds)
6) Summon Elementals: You call forth up to two powerful elemental creatures. Elementals are special monsters that harbor the power of a force of nature within their bodies. There are four different elementals: Electric, Ice, Toxic and Earth.
look: Fire imp skeleton, sized to 6'6", "skin" and reptilian, colors: earth:brown, elec:dark blue, ice:white, toxic:green.
[u]Powers:[u]
Base: Durability, superleap, bite
Elec-lightning bolts, ball lightning
Ice-ice bolt, ice blast
Toxic-Thorntrops, Fling Thorns
Earth-Fossilize, Stone Prison
*all powers modifyed by ranged and aoe pet damage modifiers.
1st upgrade:
Elec-Short Circuit, Zapp
Ice-Shiver, Bitter Ice Blast
Toxic-Envenom, Weaken (3/5 mm debuff power)
Earth-Hurl Boulder, Mudpots
2nd Upgrade:
Elec-Shocking Bolt, Powersink
Ice-Ice Breath, Bitter freeze Ray
Toxic-Self Noxious Gas (2/5 mm buff), alkaloid
Earth-Tremor,Stalagmites
*All elementals will bring something to the table, elec is more aoe, ice is more single-target, toxic is a debuffer, and eath has control, each summon will be randomized to it's element
7)Frenzy (PBAoE Pet +30% dam buff, 30% tohit buff, 30% rech reduction buff, rech: 300sec unenhanceable)
8) Summon Dragon: Arguably the most powerful monster at your disposal, the dragon is at home in both melee and range, using its deadly fire to incinerate it's foes.
Look: Reptillian skin texture, warwolf skeleton, reptillian skinned warwolf head, draconic wings, reptillian tail, colors switch from grey, black, dark-red
[u]powers:[u]
Baseurability, Flight, Bite
Scortch Slash (moderate fire/l damage, swipe animation), Fire Breath
1st upgrade:Fireball (fired from mouth, head-jerk animation), Incinerate (bite animation)
2nd upgraderagon Breath (flamethrower with 5% chance of double damage, rech: 20sec) Greater Fire Sword (slash animation, rech: 10sec)
9)Enhance Monster (2nd upgrade)
any thoughts or suggestions would be greatly appreciated
Interesting suggestion, although I don't think that a pet with random powers would work, I think that falls into power customization even though it's random and not player selected. Also, I'm sure some people would dismiss/resummon in order to switch out pets until they get two of the pet that's the least resisted on the map they are on.
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Interesting suggestion, although I don't think that a pet with random powers would work, I think that falls into power customization even though it's random and not player selected. Also, I'm sure some people would dismiss/resummon in order to switch out pets until they get two of the pet that's the least resisted on the map they are on.
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If they want to waste time resummoning again and again to get their ideal pet then thats fine by me, whatever floats their boat
As for the random powers, why couldnt they work as long as they mesh well together?
I think i did at least an ok job of having teh Elementals have powers that would work well with each other and the other pets in most situations, regardless of what types are summoned
elec is general, ice is damage, toxic is debuff, earth is control
and each has a little bit of each other in it, as long as there isnt any huge balance issue then I dont see why there cant be randomized pets like this
I could be wrong, but I don't think that the game can easily be coded for pets with random powers. Pets with different powers within the same tier, yes. Mercs and Thugs have two different types of pets in the first tier, but they show up in a specific order every time. And yes, thugs have random costume pieces, so that part of your idea is good too.
I'm not saying it's a bad idea. I'm all for having an elemental and/or demon and/or monster set. I'm just saying based on what I've read from the devs that the random powersets would be difficult. It's still a fairly well thought out set that could work well just without the random powers part in it.
actually, the easiest way for this to work would be to have the elementals as 4 seperate pets, like the thugs->arsonist set up, but a randomizer is set to which two are summoned with each summon.
[u]Note[u]
I am making a topic of this for further discussion
I read the "Weapons" Mastermind Primary suggestion in the big list there, and while melee Masterminds are a no-no, I thought I could make it work. Instead of the Mastermind getting melee attacks, why not summon floating weapons to battle for you? Floating swords, knifes, bows, and axes would be awesome. Could be easy to do as well graphically. Just have the henchmen themselves have an entirely invisible graphic except for their weapon. Would look so cool to have a horde of floating weapons around you. For the upgrades on the weapons to show visually, just change the weapon model to a different one, or even just make the colour change.
Animated Weapons
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1 - Flying Dagger
The basic attack. Just a copy of that darned knife the Snakes throw at you.
Damage: Minor Lethal
Recharge: Fast
1 - Floating Blades
Summons 1-3 floating broadswords to fight for you.
Default Powers: Flying Dagger, Slash. Resistance: 20 to Lethal, Cold, Psi, Toxic
Upgrade 1: Hack, Parry
Upgrade 2: Slice, Disembowel
4 - Lift
A copy of Gravity Control's Lift.
Damage: Moderate Smash
Recharge: Fast
6 - Enchant Weapon
First upgrade power. You all know the drill.
8 - Flying Daggers
The Snakes classic triple dagger toss cone attack.
Damage: Moderate Lethal
Recharge: Moderate
12 - Animated Bow
Summons 1-2 Floating Bows to shoot your foes with a variety of arrows.
Default Powers: Snap Shot, Aimed Shot, Entangling Arrow. Resistance: 20 to Lethal, Cold, Psi, Toxic.
Upgrade 1: Fistful of Arrows, Glue Arrow
Upgrade 2: Blazing Arrow, Ice Arrow
18 - Swarm of Daggers
I figured it'd be awesome to summon a horde of flying daggers. A copy of Thugs Gang War Power, just a horde of flying Dual Blades daggers.
Powers: Nimble Slash, Resist: 20 to Lethal, Cold, Psi, Toxic
Recharge: Very Long
26 - Animated Battle Axe
Summons a floating Battle Axe to cut down your foes.
Default Powers: Chop, Gash, Resist: 20 to Lethal, Cold, Psi, Toxic
Upgrade 1: Beheader, Swoop
Upgrade 2: Whirling Axe, Cleave
32 - Empower Weapon
The standard second upgrade power. You know how it rolls.
That is a pretty good idea, I like it. Might need to fine tune the KD/KB effects.
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I could be wrong, but I don't think that the game can easily be coded for pets with random powers. Pets with different powers within the same tier, yes. Mercs and Thugs have two different types of pets in the first tier, but they show up in a specific order every time. And yes, thugs have random costume pieces, so that part of your idea is good too.
I'm not saying it's a bad idea. I'm all for having an elemental and/or demon and/or monster set. I'm just saying based on what I've read from the devs that the random powersets would be difficult. It's still a fairly well thought out set that could work well just without the random powers part in it.
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Happy Birthday Creepy!
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Happy Birthday Creepy!
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Creepy?
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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.
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I totally love this idea and would even take it further to encompass the entire Circus family.
tier 1 henchmen: 2 jugglers 1 fire eater (similar to thugs) or possible 1 juggler, 1 Strongman, 1 fire eater etc.
tier 2 henchmen: your # 6 is great but somehow add a heal in there possibly. Maybe they grow a Circus Flower and it acts like a Triage Beacon...
tier 3 henchman: I like the Circus Ring Leader Idea.
I know BaBs or Posi has said absolutely no clowns but I LOVE this idea. My second 50 is a fire/ss tank named Bully the Clown after all.
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monkey master mind
1:blow dart: puts foe to sleep / minor damage recharge fast
2:chimps: summon 1 to 3 chimps, deppending on lvl, to do your bidding
3:tazer gun: stuns foe/ moderate damage
4: banana: c'mon give the monkey what he wants, A FREAKIN BANANA /uprade monkeys
5:howler monkies: summons 1 to 2 howler monkies / howlers give sonic shields to all allies in the surrounding area
6:stampede: a stampede of jungle animals flys across the screen/ lethal damage
(note: this is a boss killer, sorta like gang war)
7:Gorilla: summons 1 gorilla to do you bidding /gorilla knows hay maker and jab when you first have him and learns toss when you give him banana
8:suit up: give your monkies suits of armor to protect them from harm gives slight DMG increase
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i originally posted this in lady jades suggestion thread
heres a repost of my mm priamry i came up with a few months back. HERE
Don't know if this one has been suggested yet, but it's different from all of those listed in that really long list.... Aliens... little green men, or big and bad like alien vs. predator. My top picks are werewolves and beasts/animals though.
Oh, and one more would be Witches.
My vote would be for Self Duplication, only hard part about that set to put together would be the varient clothing/body styles of all of your powers. Even if the basic attack clones had no hair/face/clothes, they would still have to match your body type and size. LOVE the idea, just don't know if it can be done... gives me a GREAT idea for DnD 4e though... hmmmm *runs off to find his books*
I'm certain this has been mentioned at least once before, but utilizing the The Cabal as a source for a new Mastermind Primary would be entertaining and my foremost suggestion and wish to the devs.
As I understand it, there are no known instances of The Cabal appearing on the Red Side, thus this allows their character models to appear in the Rouge Isles. It would help alleviate the rather obvious lack of female minions being available to the MM archetype. Furthermore, The Cabal are Flight capable, and having all minions with this ability at the end stage of their evolution could add a new dimension to how the class is played. Also for those worried about female minions being used in an "uncivilized" manner, the ladies of The Cabal aren't as "sleezy" as other women feature in the game, as they're fully clothed (so to speak).
For the Tier 1 minions, I'm thinking along the line that a unique attack capable Sprite would be in order. For the Tier 2 minions, the Initiate and Adept character model could be employed. Naturally for the Tier 3 minion, the Maven or Sorceress would be the perfect candidate.
Of course some tweaking of their powers be required - as they just can't be "carbon copied" strait out the box and some thinking on how their outfits look before the use of the prerequisite "power upgrades" are used... but I feel the basic groundwork already done for The Cabal, cuts out some R&D effort, while still having some major appeal despite the cut-and-paste effect.
Yea or Ney my fellow gamers?
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Dementor:
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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.
[color= yellow]Self Duplication- [/color]
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.
[color= yellow]Project Image-[/color] (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.
[color= yellow]Create Clone-[/color] (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:
[color= yellow]Brawl-[/color] Melee, Minor Smashing Damage, Taunt, Placate
[color= yellow]Boxing-[/color] Melee, Moderate Smashing Damage, Stun, Taunt, Placate
Upgrade 1:
[color= yellow]Kick-[/color] Melee, Moderate Smashing Damage, Knockback, Taunt, Placate
[color= yellow]Health-[/color] +Regen
Upgrade 2-
[color= yellow]Challenge-[/color] Ranged, Taunt
[color= yellow]Weave-[/color] Self +Defense
[color= yellow]Manifest Images- [/color](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.
[color= yellow]Improve Duplicates- [/color](Ranged, Improve Duplicates) You take some time to improve the quality of your summoned duplicates, giving them more advanced attacks and abilities.
[color= yellow]Image Onslaught- [/color](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.
[color= yellow]Create Replicants- [/color](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:
[color= yellow]Project Image-[/color] Ranged, Minor Smashing Damage, Placate, Taunt
[color= yellow]Manifest Images-[/color] Ranged, Moderate Smashing DoT, Placate, Taunt
Upgrade 1:
[color= yellow]Placate-[/color] Ranged, Placate
[color= yellow]Copy-[/color] Summon Copy. (Copys are poor quality brawling pets that last a very short time)
Upgrade 2:
[color= yellow]Image Barrage-[/color] Cone Moderate Smashing DoT, Taunt, Placate
[color= yellow]Replace Clone-[/color] Summon Clone (Will only activate this power in response to a dead Clone)
[color= yellow]Copy- [/color](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:
[color= yellow]Brawl-[/color] Melee, Minor Smashing Damage, Taunt, Placate
[color= yellow]Create Doppleganger- [/color](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:
[color= yellow]Manifest Images-[/color] Ranged, Moderate Smashing DoT, Taunt, Placate
[color= yellow]Secondary Power #1-[/color] Twilight Grasp, Force Bolt, Alkaloid, Web Grenade, Gale or Entangling Arrow
[color= yellow]Secondary Power #2-[/color] Tar Patch, Deflection Shield, Envenom, Caltrops, O2 Boost or Flash Arrow
Upgrade 1:
[color= yellow]Image Barrage-[/color] Cone, Moderate Smashing DoT, Taunt, Placate
[color= yellow]Secondary Power #3-[/color] Darkest Night, Insulation Shield, Weaken, Triage Beacon, Snow Storm or Glue Arrow
[color= yellow]Secondary Power #4-[/color] Howling Twilight, Detention Field, Neurotoxic Breath, Acid Mortar, Steamy Mist or Ice Arrow
Upgrade 2:
[color= yellow]Replace Replicant-[/color] Summon Replicant (Will only activate this power in response to a dead Replicant)
[color= yellow]Secondary Power #5-[/color] Shadow Fall, Personal Force Field, Elixer of Life, Force Field Generator, Freezing Rain or Poison Gas Arrow
[color= yellow]Secondary Power #6-[/color] Fearsome Stare, Dispersion Bubble, Antidote, Poison Trap, Hurricane or Acid Arrow
[color= yellow]Perfect Duplicates- [/color](Ranged, Perfect Duplicates) You mentally impart more knowledge to your duplicates, giving them even more impressive abilities.
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Original Thread
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OMG THAT WOULD BE SO MUCH WIN!!! *looks at name*
Something I posted long enough ago its been eaten by the forum monster. I have tweaked it a bit since then, Figured I would offer it up for you all.
Animated Objects
1. Telekinetic Flick - basically propel jr, a small object (rock, base ball, bottle, a shoe ect.) beans your target for minor damage.
2. Minor Animations - the tier 1 pets, a number of items twisted together in a humanoid shape, for anyone whose made stick figures out of pipe cleaners imagine that with street signs, pipes, brooms ect. Melee pet.
3. Propel - flicks daddy, maybe toned down just a touch for the MM scale
4. Lesser Infusion - first upgrade
5. Scatter Debris - cone version of flick
6. Telekinetic Rifts - Tier 2 pets, a semi humanoid energy cloud (i picture a pink/purple gas aura with no body in it) with a number of small object orbiting it. Ranged pet.
7. Shrapnel Blast - targeted pet explodes scattering shrapnel around itself in a large AoE. Does high-moderate DoT and has a graphic effect and immobilize effect similar to impale(spikes thru foes) with magnitude and duration based on the tier of pet used.
8. Dreadnought - A massive servant of twisted concrete, stone, and metal (I guess kind of imagine a granite form tank whos been modified by the freakshow and your close).
9. Greater Infusion - Final upgrade
Pet Details
Minor Animations
Default: Brawl, Jab, Throw Rock
Upgrade 1: Punch, Kick
Upgrade 2: Air Superiority, Weave
Over all, the minor animations attacks are light damage, but recycle quick and carry potential for secondary effects. With the final upgrade and AS, they have considerable soft control potential.
Telekinetic Rifts
Default: Throw Rock, Telekinetic Flick, Lift
Upgrade 1: Telekinetic Thrust, Scatter Debri
Upgrade 2: Debris Storm (kind of like a watered down full auto mixed with scatter debris)
Again, the rifts on a per hit basis, are low end damage dealers. They have decent AoE coverage and alot of chances for KB.
Dreadnought
Default: Brawl, Jab, Stone Fist
Upgrade 1: Sharpen (damage aura-upgrade adds pointy metal bit graphics), Also grants it a pair of attacks featuring a large I-Beam club using the Stone Mallet and Heavy Mallet animations. These attacks replace Jab and Stone Fist.
Upgrade 2: Shockwave (Pounds ground with I-Beam duplicating foot stomp), Home run (Single target baseball swing with the club, slow recharge high damage and extreme knockback)
Finally, the dreadnought brings the damage to the table for the powerset. While he is slow and lumbering, he uses a quality over quantity tactic compared to other pets. If he hits, it IS felt.
There are a lot of options and ideas out there I like, but I do want to throw something out there. How about some different options for the minions we have? I kind of like the robots and the powers, but I am stuck with the same looking bots. We have TONS of colors, styles, armor and size options for us, but I get the same minions no matter what. What about mercs that look like gangsters? Robots like R2D2 or thugs like basketball players? I get to design my costume, weapons and skin color, why am I stuck with the same looking pet? I want a fire imp that looks like a phoenix and a zombie that looks like the dog in I Am Legend. Customization should extend to pretty much everything!
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There are a lot of options and ideas out there I like, but I do want to throw something out there. How about some different options for the minions we have? I kind of like the robots and the powers, but I am stuck with the same looking bots. We have TONS of colors, styles, armor and size options for us, but I get the same minions no matter what.
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I gotta agree 100% with this. I also think it would be easier for the devs to allow us to customize our sets than invent new ones, and I think it would pay off more with the playerbase more than just one new set too.
My own idea for set customization includes Mooks/Gangsters for Thugs, and some different styles of Mercenaries.
Thugs - Mooks, Morlocks (looks a bit like Lost), Professionals. The latter looks like "professional crooks" rather than gangers. Lots of black, a bit like Mission Impossible.
Mercenaries - I'd love to see a female set, maybe something that looks like Knives of Artemis. Put them in grey cammo so they look different from mobs. Ditto with a merc set that looks like Malta, again just with a different color to distinguish them from mobs. Maybe one set that looks like "Pineapple Dictator" jungle fighters.
Now after that my ideas start to get a little weaker...
Ninja - Robot Ninja (looks like the Robot player costume). Crey style corp suits. For the Oni it's a guy in a Crey Tank like suit that has fire gadgets.
Undead - really not sure at all here... pirates?
Robots - Maybe a set that looks more like players with the Metal skin, humanoid robots. There's Steampunk styles too that look like nemesis or clockworks too that could be good. Skyraider models look a bit boring to me.
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Lawyers 4th Set in post
Lawyers (revised) 2nd set in post
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This actually made me laugh.
Don't mess with Texas!
--moo