Guide to Mastermind Primary Suggestions


Auralu

 

Posted

What, no Pirates? I demand Pirates be added to the list! >_>

Then I can form a super team of Ninjas, Robots and Pirates <:3


 

Posted

I dont know if this has been posted as I dont have time to read through them all and search turned up nothing

I noticed there arnt any female pets for MM and I immedately thought 'Harem' though that might not work for the set the idea of having girl's in the mix for some or all of the set could be cool. imo (now that I think about Oni is usually female but I have never had a ninja mm that high and if I have seen one I dont remember it)

I could come up with the attacks but I havn't thought that much through it as it just came to me a little bit ago if you want me to come up with the sets let me know

Darkrin


 

Posted

AS much as I like the different powersets, I think the best way to go woud be what exotic damage are we missing. MMs pretty much have S/L covered (Thugs, Ninjas, Mercs). I don't remember the damage type bots do. Energy? And Necros got the dark nicley done.


Self-Proclaimed Number one Fanboi of the RP Forums and it's writers.

Me: How about "Zeus, The Pimp God"?

A friend: It'd be too hard to dress him up like a bull

 

Posted

I'd actually like to see a set -- Super Villains -- which has different types of damage. Pretty reasonable, imo. Why just restrict yourself to only one type? A MM where each minion does their own type of damage would be interesting I think.


 

Posted

It would be interesting but not sure it happen. I think most of the MMs do only one or two types of damage. Personally I would love to see a couple elemental sets like Fire, Ice, and Earth. And maybe some types of animals that use poison/toxic i.e. snakes spiders scorpions etc


Self-Proclaimed Number one Fanboi of the RP Forums and it's writers.

Me: How about "Zeus, The Pimp God"?

A friend: It'd be too hard to dress him up like a bull

 

Posted

[ QUOTE ]
What, no Pirates? I demand Pirates be added to the list! >_>

Then I can form a super team of Ninjas, Robots and Pirates <:3

[/ QUOTE ]
they could have katana, or Dual blades too ^_^


 

Posted

[ QUOTE ]
I noticed there arnt any female pets for MM and I immedately thought 'Harem' though that might not work for the set the idea of having girl's in the mix for some or all of the set could be cool. imo (now that I think about Oni is usually female but I have never had a ninja mm that high and if I have seen one I dont remember it)

[/ QUOTE ]

I've always viewed that NOT having female minions is a bit sexist. You point out that some guys might consider an all female minion team to a mastermind as a harem... as if a female mastermind having all men minions can't be called a "stable" or what have you.

It's an idiotic censor to be honest... and I hope that Champions Online (CoH 2 for all practical matters) doesn't follow that stupidity (which according to rumors, is not).


 

Posted

[ QUOTE ]
I decided to take it upon myself to compile the different Mastermind Primary suggestions into one thread. And I found out that there are not nearly as many as some people think there are, which might have to do with the recent purge. For the posts with detailed information, I re-posted the information in this thread with a link to the original thread after the quote. For lighter discussion, I merely posted a link to the original thread, and will edit the list if those links become obsolete. But enough of that, on to the list!


<ul type="square">[*]Method to Making a Mastermind set Read this before you post your own idea, a lot of good info in there.
[*]Illusion as a Mastermind Primary
[*] Self Duplication
[*] Beast Summoning
[*]Animal Control
[*]Elemental Control
[*]Clowns
[*]Demon Summoning
[*]Cultists
[*] Electric Pets
[*] Soldiers Melee set
[*]New Mastermind Primary Note: mostly light discussion
[*]And taken from Lady_Jade's Power Suggestion box in the Suggestions forum:

(P) Animal Mastery
(P) Bands
(P) Barbarian Warriors
(P) Beast Mastery
(P) Beast Mastery
(P) Brutalious
(P) Call of the Wild
(P) Carnival
(P) Cloning
(P) Clone Army – 2nd Set in Post
(P) Clowns
(P) Dark Shivans
(P) Demonic Summoning
(P) Demons
(P) Dinosaur
(P) Dopplegangers
(P) Draconians
(P) Dual Uzis
(P) Elements
(P) European Knights – 2nd set in post
(P) Evil Genius
(P) Fairy Creatures
(P) General
(P) Ghosts
(P) Rock Band – 3rd set in post
(P) Harpies
(P) Hive Mastery
(P) Insectoid
(P) Insectoid – 2nd set in post
(P) Kitties
(P) Lawyers – 4th Set in post
(P) Lawyers (revised) – 2nd set in post
(P) Mind Control
(P) Mnemonic Domination
(P) Mobsters
(P) Monkey
(P) Multiplicity
(P) Nature Dominion
(P) Nightmares
(P) Nightmares
(P) Ogre Summoning
(P) Piracy
(P) Plant
(P) Power of Attorney
(P) Puppeteer
(P) Pri-Rocketeer
(P) Reincarnation
(P) Samurai Warriors
(P) School Staff
(P) Soul Summoning
(P) Spec Ops – 3rd set in post
(P) Stormtroopers
(P) Summoner
(P) Summoner
(P) Summoner Geeks
(P) Support Engineers
(P) The L337 ownage
(P) Vermin
(P) Weapons
(P) Werewolf Pack
(P) Werewolves
(P) Wizardology
(P) Wookies
(P) Zookeeperr
[/list]
If you have another, different idea that you've already posted, please reply with a link to the post. If you have a different idea that has not been posted, please reply in this post. Thank you.

[/ QUOTE ]

I would play it






" I don't let me kids play on the Freedom Server" -Oya

 

Posted

Like many, I would like to see Illusions as a powerset.

What I have to add to this suggestion, I would like to see the pets use the MM's costumes.

Also what would be cool, if the pets were functionally indistinguishable from the MM himself in PvP.


 

Posted

I thought I'd add my Legion of Doom idea. This is a mastermind who has other super villains as minions. It has various types of damage, and a fun look.

Tier 1: Wrist Flechette. Any good Mastermind should have a variety of gadgets. This wrist launcher has Med-Low damage but works like a Snipe: Long range and longish, interruptable root animation.

Tier 2: Dirty Fighters: Your basic starting sidekick villains. Dressed like Robin: T-shirt, no pants, flared boots and gloves, domino mask. Black and white colored costumes. Their theme is moderate damage, squishy like ninja, but they have some extra controls on their attacks. Notably I'd like to them to be able to "distract" opponets with a punch-voke attack.

Base: Brawl with punch-voke, handgun (evil ain't stupid).
1st Upgrade: Throw sand (small cone or AoE with Acc and Def debuf modest damage), Low-Blow (kick)
2nd Upgrade: Smoke bomb (AoE damage, -Pcn and -Acc), Face kick, Round House

Tier 3: Eye beams. I'd like the MM to be able to simulate either a gadgeteer with this set, or a MM with actual superpowers. Eye Beams are just energy damage.

Tier 4: Level Up: Adds 1st upgrades to your Henchmen.

Tier 5: Null Beam: the MM shoost a red beam with electricity like SFX from a small gun which mostly slows a single target, minor DoT damage.

Tier 6: SuperVillain! This is your first real super villain. The first is a Fire corruptor. Female, red and orange costume. Might have a minor buff (like thermal) for the fighters. Mostly this minion is about damage though, which should come just in time because your dirty fighters really aren't that great.

I'm really not sure how to do the powers here, but here's some thoughts:
Base: Flares, Fire Sword.
1st upgrade: Fire Breath, Fire Ball, (maybe thermal shield)
2nd upgrade: Greater Fire Circle Sword, two more big fire powers..

Tier 7: Accelerate Metabolism. Or some similar team buff. Should do +Dam, +Spd, +Rec. Long timer too. PBAoE. "Pets only" is ok, but reduces some of the fun.

Also at level 18, you get your third "Dirty Fighter", who I'd like to see as a Dominator. Mind/Pain Dom or similar. Has some controls, a single target heal, etc. His look is a tall thin man in a top hat. Purple, funny glass. Think evil Willy Wonka.

At level 24 you'll get your second corruptor. I'd like to see a Dark/Dark corr. Again, should be mostly about damage. Maybe has one AoE heal like Twilight Grasp.

Tier 8 The Call. Your power has grown enough to allow you to summon a fallen Tanker from Paragon city. Yeah, a tanker Red side. A big Dark/Broadsword guy in spiky armor. His job is mostly running a big taunt aura and holding aggro off the Corruptors. Some damage would be nice too, but his primary job is being tough and keeping the enemy off the damage dealers.

Tier 9: Final Doom. Gives your minions their 2nd upgrade.


 

Posted

ok, going out on a limb here, apologies if something similar has been suggested, but I haven't seen it.

With the vast flexibility of the character creator, it would be very cool to utilize that as an option when creating masterminds. Perhaps a separate power set that lets you somewhat customize your minions? (ot maybe this would be better for a new AT on both sides?)

Basically, you could completely customize the look of each minion, perhaps as you train and gain the power to summon a new one? This could theoretically be done for each existing MM set.

In addition, perhaps customizing the powers of each minion with well defined limits, thus allowing weapon customization if desired.

For example, for your first minion you would get the selection of sword, gun, arrow, shield, fire blast, etc, etc. Then the 3rd 1st tier minion could be selectable from a different set like def arrow, empathy, bubbles, etc, etc.


 

Posted

thank u to the person/people who took the time to put the effort into this. it was needed. Oh, and we cant forget the toys primary, now can we? heh.

Toys
At your disposal, you have gathered together a toy army. Toys tend to be smaller than other hench, and also have less health, but being small doesnt mean being beaten. Toys are often much harder to hit. They are also resistant to fear and immobilize, and psychic attacks do less damage.

Power 1: Ball
You throw a ball at your opponent. This one is filled with lead.
ST ranged, moderate damage smashing, moderate recharge, 30% chance knockdown

Power 2: Puppets
Your charm and personality win over even those things that arent animate. Summons 1-3 puppets depending on your level. (pinokio style puppets, all wood, with wood mallets)

Resistances: 2/3's of a normal minions health, 20% defense from level 1-5, lv. 6-17 25% defense, lv. 18 and up 30% defense (defense is defense to all). All have 30% psy, cold, and negative resist. Resistant to fear, immobilize, slow

Initial Abilities: Superleap, Mallet (ST moderate damage, moderately quick recharge, 25% chance for knockdown, the animation is the puppet wacking the guy with the mallet)

1st Upgrade: Strings- ST moderate damage, mid-ranged attack, Foe 25% slow, moderate recharge (their puppets, they shoot their strings to help ensare their foes)

2nd upgrade: Marbles - midranged cone 25% chance knockdown, recharge slow (they throw marbles on the ground and anyone in the cone range of it might fall); Heavy Mallet- Between high and superior damage, ST smashing, auto knockup, slow recharge (puppet swirls around in an upperward-angling circle)

Power 3: Cards
Assaulting a foe with an old maid has never been so fun. (U throw cards at ur opponent)
ST, High DoT, Lethal, recharge moderate, Foe -defense

Power 4: Extra Pieces
Yes, they are used for something. // Basic 1st Upgrade

Power 5: Super Galactic Zurgonian Hyper Freeze Ray of DOOM!
Nothing can stand against your weapon of mass destruction! NOTHING! Well..maybe.. since it is the toy version.

Power Desciption: You pull out a tech gun which charges it shot, u see a massive blast of icy energy with a very small amount of snowflakes twinkly in the aftermath. cone, moderate cold damage, -50% movement speed. SGZHFD power recharge: slow.

Power 6: Tank And Plane
Remote control assault toys at your disposal. From level 12-23, you have a tank. From lv. 24 and up, you have a tank and an airplane. (u will never have two of the same kind).

Tank
resistances: 2/3's normal teir 2 health, 1/4th movement speed reduction, 60% resist all but fire (40%), resist immob, slow, fear, hold

Initial abilities: Burst (ranged ST, high damage lethal, 30% chance knockdown, moderate recharge)

1st upgrade: Loaded Burst (ranged ST, superior damage, 30% chance knockback, slow recharge), Cement Shot (ranged ST, foe slow, -recharge, -jump, -fly)

2nd upgrade: FireBomb (same as blaster fireball, cept shot from a cannon), Napalm ( ranged moderate fire damage ST DoT, creates a medium size aoe burn patch under target)

Airplane
Resistances: 2/3's normal teir 2 health, 30% defense all. 30% psy resist. sleep, Fear, immob, slow resist. 150% of normal hench movement speed.

Initial abilities: Fly, Pepper (Ranged ST moderate DoT lethal, quick recharge, shoots enemy multiple times with pellets)

1st Upgrade: Swoop (ranged cone, moderate DoT lethal, moderate recharge, plane flies in and shoots a barrage at a target and any other enemies in its cone range, and then circles back around to its original spot); Missiles (ranged ST high damage Fire/smashing, moderate recharge)

2nd upgrade: Poison Gas Grenades- targeted aoe ground patch- minor Dot every few seconds, 25% chance mag 2 hold (puking animation), recharge slow.

Power 7: Toy Chest
If your going to be a master of toys, you cant leave your toy chest behind. Summons a toy chest at a targeted location.

Power description: You summon a large toy chest at a targeted location. Once placed, the toy chest fires out 1 of 3 different toys, which are all -2 level below u and controllable minions. These minions still have 2/3 health ratio, but have no defense or resistances. The chest will fire one every 15 seconds, up to a total of four, and then will disappear after another minute. If a toy chest pet dies, a small targeted aoe taunt occurs that draws the aggro to the chest. The chest has high health and is hard to destroy, but can be taken down. The chest cannot be healed or buffed, though the pets can. All chest pets will die when the chest is destroyed. Recharge: 12 minutes.

Pets summoned from Chest:

Teddy Bear: A cute little teddy bear to do your bidding.
Abilities: superleap, Maul (moderate ST melee Neg. energy dam, foe -acc, moderate recharge, bear slashes and bites at the enemy)

Bouncy Ball: This ball heard someone was trying to deflate it.
Abilities: superleap, Catch (ranged 40' ft ST moderate dam smashing, 30% chance foe knockdown, moderate recharge, ball throws itself at the enemy and whacks into him)

Flounder: He's a real fish, he's swears. (fish flops around on ground as its normal stance)
Abilities: superleap, Watershot (ranged 80' ft ST moderate dam cold, foe -speed, moderate recharge, fish shoots water at an enemy)


Power 8: Jack-in-the-Box
He wasnt happy when they put him in the box, you think he's happy now that he's stuck there? Jack attacks with a variety of moves and has more than one trick up his sleeve.. (Jack is quite large, with his head stretched to its normal height, he may even reach 6ft or taller).

Resistances: Normal teir 3 health level, 20% smashing/lethal, 20% negative, fear, immob

Initial abilies: Superleap, Slam (mid-ranged ST high damage smashing, moderate recharge, jack coils up back into his box and quickly shoots out and smashes his target), Jacks (caltrops, but able to be thrown farther)

1st Upgrade: Glare (ranged 80' ft ST moderate damage neg. energy, 20% chance mag 3 fear), Bomb ( Targeted aoe, moderate damage fire/smashing, moderate recharge, 30% foe knockback, jack throws hand-sized cartoon-style bombs)

2nd Upgrade: Scare (Ranged 80' ft ST Mag 3 Foe hold, 10% heal, aoe -20% recharge. Scare recharges slow. Animation is Jack stretching out his body/neck up to someone to laugh maniacally, the foes around him get spooked, which causes the -20% recharge); Box (If Jack gets to 20% health or below, as long as this power is recharged, he will go and hide in his box and start to regen health at a faster rate. He will regen until he gets to 50% health, and then he comes back out to fight. While he is regen mode, the jack in the box song and the handle on the side of his box will be going. If Jack's is unable to get his health back to higher than 20% by the time the timer is up (when the song ends), a light click is heard and Jack teleports in front of his target and blows up- superior lethal/fire aoe damage+knockback. Jack would then be destroyed and would have to be resummoned. While Jack is in the box, he gains 50% resistance to all damage types, and is nearly immune to all control effects. Recharge: long)

Power 9: Bonus Pack
Your new purchases came with a few add-ons. // 2nd upgrade


 

Posted

In response to adding more variety to MM pet appearance, I think the easiest solution would be to make the pets customizable at the tailor. It always baffled me why there was no way to do this, it really takes away from all the potential mastermind personalities that players could come up with. Let's say you have some flashy, flamboyant ex-military guy with Mercs following him around in their plain gray and black outfits... doesn't really fit his style, but it certainly could if you could dress them each appropriately.

P.S. Forgive me if this suggestion was already posted, I just skimmed through the thread before posting this.


My Virtue Projects

AE: 38959 - Invasion of the Dark Realm

 

Posted

How about a mad doctor MM with nurses who use scalpels and chain saws?
Or a Pimp MM with hookers who use switchblades?


 

Posted

Amazon warrior women or Carnival! You really need to add female pets!


 

Posted

Maybe I have over looked this slightly, but anyone ever thought about a Yeti primary? Maybe later I will come up with a power scheme but I'd go Tier 1 Yeti protector, Tier 2 Yeti Crusher, and Tier 3, Abomidable (spelling?) snow man or for copyright purposes Devastator Yeti. Highly resistant to cold, high prone to fire damage.

OR

Reptiles
Tier 1 Snakes, Tier 2 Komodo dragon/Gila Monster, Tier 3 Crocodile/Gator.

This is just surface though. I might go into detail when I get home. Im at work.


 

Posted

I certainly dont have the experience, etc to completley describe an i dea I had, but its a thought, so here it goes.

In playing my bots and being a squishy, I kept thinking if I had bots what would I want them to do?

At some point, a doc on police robots came on. The idea of a reconnaisance bot jumped into my head. Something that you could send forward through the mish, mapping the mish and mob locales, even if that did expose it to aggro and destruction. It would at least give you an idea of what lay ahead.

I enjoy the mm from a control/strategic point-of-view and have heard a lot of criticism on them as being a bit boring in that they hang out towards the back of the melee. Personally, mish better designed from a seek-and-destroy/exploration perspective would be kinda cool.

And why cant you get your bots to retrieve a glowie?

Huey, Dewey and Luey, never forget em.

Brad


 

Posted

The recon bot idea sounds nice, it reminds me of the eye of Kilrogg in WoW. Very cool idea. I don't mind the idea of being ranged all the time , since I made a Ninja MM and had fun hating and loving it. Frankly I enjoy that they snipe the hell out of something and repair each other (second tier). Melee bots would be a nice thing to see, but again I don't mind the range deal.

[ QUOTE ]
And why cant you get your bots to retrieve a glowie?

[/ QUOTE ]

I have always wondered that , but I guess its a can of worms not willing to be opened.


"If you can make a girl laugh, you can make her do anything"

"You're like Giraffe's, the way you look down on me, with your vegetarian scorn."

 

Posted

My vote goes for some type of Elementalist. How cool would it be to have 3 mini Fire Imps,2 mini Jack Frosts,and a mini Rocky(AKA Animate Stone)? Now THAT would be awesome!

Maybe even Animal Control.You could summon animals,and could even summon Pack Of Wolves,similiar to Gang War.


A bunch of 50s and too many alts...
Neo's Guide To Thugs/Storm (need to update it)
www.facebook.com/bbirgephotos
Questions about Fire/Rad? Just ask!

 

Posted

Hero-Based Mastermind Set

Basic idea is that, through mental manipulation, you have been able to take control over a group of superheroes. Obviously, the heroes under your control wouldn’t be on par with what is created blue-side. I had thought of other types of control (whether through drugs or something else) but felt keeping it psychic-based would provide easier blasts and animations (taken from dominator’s mind control set and the psychic assault set for example).

1.) Psionic Dart: Same as Dom attack.

2.) Summon hero (name subject to change). Would summon 1-3 heroes. 1st is a blaster, 2nd would be a tanker, 3rd would be defender. Start with basic attacks.

3.) Mental Blast. Same as Dom attack

4.) Upgrade Hero: Through concentration, you are able to force the heroes to utilize more of the abilities.

5.) Psychic Scream: Same as Dom power

6.) Summon Hero Tier 2 (name issues). Summon 1-2 higher level heroes. Both would be scrappers. Start with basic attacks.

7.) Confuse. Same as Dom.

8.) Summon Hero: summons a controller. Would have basic attacks. Upgrades would allow hero to summon his own pet

9.) Upgrade Hero: Through concentration, you are able to force heroes to tap their complete potential.

Obviously, the set has the opportunity to be vastly overpowered. But, if done right, could be a lot of fun.


Try my AE Arc: Out of Place, Out of Time ID#304340.
Leave your Arc title in the feedback and I will check yours out as well.

 

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 ]


Every time I do the lowbie 'Clear out the Snakes' mish where you get like 4 Arachnos minions following me around I always think of this. The graphics and Powers for the pets are already done so little work there. The Tier 1s should be Arachnos Soldiers, the Tier 2s could be Fortunatas and the Tier 3 could be a Hunter Boss. On the flip side with VEATs they now have animations for all of the Arachnos Spiders as well so that would also be cool...


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

 

Posted

[ QUOTE ]
Hero-Based Mastermind Set

Basic idea is that, through mental manipulation, you have been able to take control over a group of superheroes. Obviously, the heroes under your control wouldn’t be on par with what is created blue-side. I had thought of other types of control (whether through drugs or something else) but felt keeping it psychic-based would provide easier blasts and animations (taken from dominator’s mind control set and the psychic assault set for example).

1.) Psionic Dart: Same as Dom attack.

2.) Summon hero (name subject to change). Would summon 1-3 heroes. 1st is a blaster, 2nd would be a tanker, 3rd would be defender. Start with basic attacks.

3.) Mental Blast. Same as Dom attack

4.) Upgrade Hero: Through concentration, you are able to force the heroes to utilize more of the abilities.

5.) Psychic Scream: Same as Dom power

6.) Summon Hero Tier 2 (name issues). Summon 1-2 higher level heroes. Both would be scrappers. Start with basic attacks.

7.) Confuse. Same as Dom.

8.) Summon Hero: summons a controller. Would have basic attacks. Upgrades would allow hero to summon his own pet

9.) Upgrade Hero: Through concentration, you are able to force heroes to tap their complete potential.

Obviously, the set has the opportunity to be vastly overpowered. But, if done right, could be a lot of fun.

[/ QUOTE ]

The only weird thing about this set is that your summoning HEROES to be VILLAINS.... maybe only a little confusing?

--------------


But I've already stated Beast/Animal Summons
T1 Pet: Snakes
T2 Pet: Vulcan/Eagle/Evil Bird Thing
Lvl 18 Power: Pack of Wolves
T3 Pet: Gorrila (with 2nd Upgrade can summon a monkey pack just like 3 fire imps except they are NOT on fire )

Attacks: Either a Bow and Arrow, Crossbow, Claws/Posion Darts, or some sort of Whip.

Now none of those pets make sense to have any ranged attacks, though the first attacks could be melee, and upgrades could mutate the pet. Say Evil Bird Thing gets a Sonic Blast, Gorilla gets Hurl Boulder, Snakes get Poison Breath. Wolf Pack would just have Bite and possible some sort of sand kick/push/throw that does minor DoT and -resist or-def


 

Posted

All I want is something that deviates from the 3-2-1 summoning standard. How about a set where each tier is superior to their normal counterparts... but you can only have one tier out at a time? This would add some strategy as you need to decide which set is best for which encounter. It would also allow for a truly mighty final-tier pet since if it's out, you won't have any other pet to back it up.

F'rinstance, using Demons as an example.

1- Summon Imps. You summon a number of level -2 Imps to do your bidding, each before upgrades having two Claws attacks (Swipe and Strike) to fight in melee. Their thick demonic skin grants natural resistance to Lethal and Fire. You start with 1; by level 50, you have ten of these creatures out at a time. You can only have one tier of demons out at a time. If you already have Imps out, this spell replenishes their numbers. If you have a different tier out, the spell fails.
1- Flares
2- Fire Bolt
6- Empower Demon. This can only be cast on ONE active demon and upgrades their attack and defense. Imp: +1 to level; Spin attack; status protection. Winged Horror: status protection; Psychic Scream; Mesmerize. Cacodaemon: Incinerate; Combustion.
8- Fireball
12- Call Winged Horrors. These level -1 coal-black demons attack their foes with Psionic ranged powers, offering ranged damage and light control. All Winged Horrors receive Psionic Dart, Mental Blast, and Subdue, a moderate-damage Psi attack that immobilizes opponents. They are naturally resistant to Smashing and Psionic damage. You start with 1; by level 50 you have four. As always, you can only have one tier of demons out at a time.
18: Demonic Resurgance. This power is cast on a fallen pet. It will Ressurect the pet with full health and endurance, and supply all other pets and the player with a moderate +damage and +recovery buff for 60 seconds.
26: Gate Cacodaemon. This dread Gate will bring in a single Cacodaemon, an equal-level Fire/Fire Brute with Scorch, Fire Sword, natural status protection, Fiery Aura, and good resistance to Smash, Lethal and Fire, plus Incinerate and Combustion from the level 6 upgrade. This is a very powerful entity that one-on-one could eat the Thugs Bruiser for lunch; however, when the Cacodaemon is out, you will not have the benefit of any other pets.
32: Unholy Might. Pet buff; can only cast on ONE pet. Imp: a further +1 to level; Followup; Enhanced Smash/Lethal/Fire resist; Confront. Winged Horror: Psychic Shockwave. Cacodaemon: Fire Sword Circle, Greater Fire Sword, Temperature Protection (+res to Fire and Cold), random small chance to proc Fire Storm on a successful hit


 

Posted

How about a 'pure human' set, guaranteed to piss off anyone who dares team with you?

tier 1- 3 thug pets including pyro
tier 2- 3 merc pets including medic
tier 2.5- gang war
tier 3- 3 ninja pets

special attack- 'shut down all graphic cards in location'