Guide to Mastermind Primary Suggestions
Power Set Name: Nictus Mastery
Primary/Secondary/Pool: Primary
Archetype: Mastermind
The Nictus require human hosts and they have selected you as their guide. Assist them with the Path of the Dark to find humans to become their victims before they consume you. With their powers infused with your human soul, you will become unstoppable.
1. Shadow Blast: Shadow Blast sends focused Negative Nictus energy at a foe. This attack can knock down foes and will leave the targets attack and movement speed slowed. (Ranged, Moderate Damage (Negative), Foe: Knockback, -Recharge, -Speed )
2. Unbound Nictus: Summon up to 3 Unbound Nictus Beings (depending on your level). These free-floating Nictus have been drawn to Earth from somewhere in the cosmos, bridging the distance through a Shadow Cyst. They have not yet joined with or possessed a host, and normally could not survive on a planet's surface for long. However, the dark energies of the Shadow Cyst sustain them, allowing them to hunt for hosts on their own. You may only have three Unbound Nictus under your control at any given time. If you attempt to summon more Unbound Nictus, you can only replace the ones you have lost in battle. If you already have three, the power will fail. (Summon Unbound Nictus; -Basic: Flight, Dark Nova Bolt, Resistance)
3. Gravimetric Snare: You can hurl Gravimetric fibers to snare your foe. Gravimetric Snare can Immobilize a single target and crush him. The Targets attack rate and movement speed is also slowed, even if he resists the immobilization effect. (Ranged, Moderate Damage over Time (Negative/Smash), Foe: Immobilize, -Recharge, -Speed)
4. Dark Mire: Permanently bestows new attacks and abilities to Nictus Beings. The powers gained are unique and dependent upon the Nictus Beings. Sunless Horizon only works on your Nictus Beings and you can only Mire any given Nictus Being once. (Ranged, Mire Nictus Beings - Unbound Nictus: Dark Nova Bolt upgrades to Blast, Dark Nova Emanation; - Dark Nova: Dark Nova Detonation, Absorption; - Black Dwarf: Black Dwarf Drain, Black Dwarf Mire)
5. Essence Drain: You tap the primal forces of your Nictus power to create an Essence Draining conduit between a foe and yourself. This will transfer Hit Points from your enemy to you. Foes drained in this manner have their attack and movement speed reduced. (Ranged, Moderate Damage (Negative), Foe: -Recharge, -Speed; Self +Health)
6. Dark Nova: You can summon one to two Dark Nova Beings (depending on your level). Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The Dark Nova form is patterned off a race called the Hulnanim that lived in the lightless depths of a gas giant planet. The Dark Nova form retains the ability to fly and to shape and project Dark Energy bolts of incredible power. You may only have two Dark Nova beings under your control at any given time. If you attempt to summon more Dark Nova beings, you can only replace the ones you have lost in battle. If you already have two, the power will fail. (Summon Dark Nova; - Basic: Fly, Dark Nova Bolt, Dark Nova Blast, Dark Nova Emanation)
7. Path of the Dark: You can read from the Path of the Dark and Convert an enemy with Lycanthropy. If successful, the enemy will ignore you and attack his own allies in the form of a Werewolf. If you Convert someone before they have noticed you, your presence will continue to be masked. The Converted will receive psionic damage over time. You will not receive any Experience Points for foes defeated by a Converted enemy but will gain Experience Points if the Converted is defeated. (Ranged, Damage (Psionic), Foe Confuse)
8. Black Dwarf: Summon a Black Dwarf to tank for you Nictus. Every Kheldian energy being retains the patterns of its past hosts, and can use these patterns to transform itself and its current host into an energy-based duplicate of that creature, gaining new abilities in the process. The Black Dwarf form is patterned off a race called the Ruktur that lived on the surface of a pulsar. The Black Dwarf form retains the incredible physical resilence of the Ruktur, as well as the ability to channel energy into powerful melee attacks. You may only have one Black Dwarf under your control at any given time. If you attempt to summon another Black Dwarf, you can only replace the one you have lost in battle. If you already have one, the power will fail. (Summon Black Dwarf; - Basic: Black Dwarf Strike, Black Dwarf Smite, Black Dwarf Antagonize)
9. Stygian Empowerment: Stygian Empowerment will permanently bestow the most powerful physical form on Nictus Beings. The Stygian Nictus Being will gain new abilities and powers. The powers gained are unique and dependent upon the target Nictus Being that is Empowered. This power only works on your Nictus Beings and you can only Empower any given Nictus Being once. (Ranged, Empower Nictus Being - Unbound Nictus: bodies become Orbiting Death, Unchain Essence when defeated; - Dark Nova: Essence Drain, Shadow Cloak; - Black Dwarf: Gravity Well, Gravity Snare (see Hot Feet power))
Power Set Name: Nictus Fusion
Primary/Secondary/Pool: Secondary
Archetype: Mastermind and Corruptors
The Nictus require human hosts and they have selected you as their guide. If you should fall, they will fall. So the Nictus have empowered your body with Umbral Aura to keep you sustained in battle. Some of your powers may assist other allies near you in a fight but the intensions are mainly for you.
1. Gravity Shield: When you toggle on Gravity Shield, you and very close teammates become highly resistant to smashing and lethal damage, deflecting away such physical attacks. (Toggle, Point Blank Area of Effect, Allies +Resistance(Smash, Lethal))
2. Starless Step: You can Teleport a single foe though a dark matter wormhole directly next to yourself. A successful hit must be made in order to Teleport the target, and some powerful foes cannot be Teleported. This power can be interrupted. (Ranged, Teleport Foe)
3. Twilight Shield: When you toggle on Twilight Shield, You become highly resistant to energy and negative energy damage. (Toggle, Point Blank Area Team: +Resistance(Energy, Negative))
4. Sunless Mire: Sunless Mire can drain the essence of all nearby foes, thus increasing your team strength. Each affected foe will lose some Hit Points and add to your team Damage and chance to hit. (Point Blank Area of Effect, Minor Damage (Negative), Foe: -Recharge, -Speed; Allies: +Damage, +To Hit)
5. Shadow Cloak: You surround yourself with shadowy particles that bend the light around you, making you difficult to spot at a distance. You can be seen only at close range, or if you attack a target. Even if seen, the Shadow Cloak grants you a bonus to defense. Unlike some stealth powers, Shadow Cloak has no movement penalty. (Toggle, Stealth +Defense, +Perception +Resistance(Immobilization))
6. Penumbral Shield: When you toggle on Penumbral Shield, you become highly resistant to fire, cold, and toxic damage. (Toggle, Point Blank Area: Allies, +Resistance(Fire, Cold, Toxic) )
7. Stygian Circle: You can tap into your Nictus power to drain the remaining essence of all nearby defeated foes to heal yourself. The more defeated foes affected, the more You will be healed. Additionally, the more powerful the defeated foe you drain, for instance Bosses, the more health you will recover. (Point Blank Area of Effect, Self +Health(Special) +Endurance )
8. Eclipse: The Dark Nictus powers allow you to tap the essence of your foe's soul and transfer it to your team. This will drain the endurance of all nearby enemies and add to your teams as well as increase your teams damage resistance to all damage types including psionics. The more foes affected, the more endurance and damage resistance your team will gain. Affected foes are unable to recover endurance for a while.(Point Blank Area of Effect, Foe: -Endurance, -Recovery; Allies: +Endurance, +Resistance(All))
9. Stygian Return: Should you fall in battle, your Stygian Return can drain the life forces of all foes around you to bring yourself back from the brink of death. The more foes nearby, the more life is restored to you. There must be at least one foe nearby to fuel the transfer and revive yourself. (Self Rez, Special)
Animations:
All power animations are the same as the ones in the game.
When the Unbound Nictus are summoned a Shadow Cyst Crystal emerges releasing them. The Dark Novas drop from the sky and the Black Dwark appears from a Shadow Step.
When the Path of the Dark is triggered, the mastermind reads from a floating book and/or raises his arm as granting Smoke on a Ninja Henchmen. The target goes through Lycanthropy turning into a confused werewolf attacking others in the enemy mob.
Mire and Stygian training and empowerments will be the same animation as Sunless Mire and Stygian Circle.
The Gravity Snare for the Stygian Empowered Black Dwarf mimicking Hot Feet will appear like a lighter version of the Stygian Circle on the ground. And the Shadow Cloak for the Stygian Empowered Dark Nova will not make them a fuzzy purple but be more faint to the eye with some small purple fuzz about.
Power Set Name: Beast Master
Primary/Secondary/Pool: Primary
Archetype: Mastermind
You have a desire to get touch with the animal kingdom... with a whip. Wild Animals obey you at your command as you use them in battle. Now your enemies are scared when they hear the circus is coming to town because it might just be them that end up in the zoo.
1. Whip Lash: Using the tool to train animals on your enemies, you perform a Lash attack that releases moderate damage. (Ranged, Moderate Damage (Lethal))
2. Reckless Monkies: Summon up to 3 Reckless Monkies (depending on your level). These trapeze like creatures enjoy causing diversions and chaos as they hope around strike your enemies. It might not be fun and all games for you but for them its a party. You may only have three Reckless Monkies under your control at any given time. If you attempt to summon more Reckless Monkies, you can only replace the ones you have lost in battle. If you already have three, the power will fail. (Summon Reckless Monkies; -Basic: Monkey Brawl (Melee Moderate Smashing), Monkey Jumping)
3. Triple Whip Snap: Your skills with a whip is magnificent as you send it snapping at your enemies before you. (Ranged (Cone), Moderate Damage (Lethal), Foe -Acc)
4. Feed Special Treats: Train your Wild Animals with more advanced techniques and weaponry through special Treats. These Special Treats permanently bestows new powers and abilities to your Wild Animals. The powers gained are unique and dependent upon the target Wild Animal. This power only works on your Wild Animals and you can only Train any given Wild Animal once. (Ranged, Feed Wild Animals - Reckless Monkies: Throw Feces (Damage over time (Toxic)); - Wild Cats: Slash, Spin; - Massive Grizzly: Taunt, Howl)
5. Lasso: With your whip you Lasso your enemy to hold them. As they wiggle to get out the fibers from the rough leather burn their skin until they are free. (Ranged, Minor Damage (Lethal), Foe Hold)
6. Wild Cats: You can summon one to two Wild Cats (depending on your level). The beautiful creatures are nimble and fast as they strike enemies with their claws and prouces. They tend to travel close to their master until instructed otherwise. You may only have two Wild Cats under your control at any given time. If you attempt to summon more Wild Cats, you can only replace the ones you have lost in battle. If you already have two, the power will fail. (Summon Wild Cats, - Basic: Swipe, Strike (Melee Lethal), Cat Jumping)
7. Swarm of Insects: Your release 3 mad Swarm of Bees on your enemies. Poison from the Swarm's sting can slow a target. Repeated stings can have a paralyzing effect. They only stay around for a short time and are sparatic in their targets. The Swarm of Insects cannot be given new powers by Feed Special Treats or Evoke Rage. (Summon Swarms; Fly, Resistence, Sting Melee, Low Lethal Damage, Foe -Recharge, -Speed)
8. Massive Grizzly: Summon the Massive Grizzly to stand by your side. The Grizzly is a hard beast to train and even though you mastered him, he is still raged by the smell of man. Hard to stop the Grizzly acts as a good tank when enemies are about because they want this aggressive animal to go down first. You may only have one Massive Grizzly under your control at any given time. If you attempt to summon another Massive Grizzly, the power will fail. (Summon Massive Grizzly; -Basic: Claw Swipe, Hurl, Resistance)
9. Evoke Rage: Evoke Rage will permanently bestow the most advanced techniques and powers to Wild Animals. The Raged Wild Animals will gain new abilities, powers and weapons. The powers gained are unique and dependent upon the target Wild Animal that is Raged. This power only works on your Wild Animals and you can only Evoke Rage any given Wild Animal once. (Ranged, Evoke Wild Animals - Reckless Monkies: Acrobatics, Combat Jumping; - Wild Cats: Eviscerate, Focus; - Massive Grizzly: Knockout Blow, Foot Stomp)
Power Set Name: Animal Tracker
Primary/Secondary/Pool: Secondary
Archetype: Mastermind
You are a considered the best in hunting the great game. Your abilities allow you to interface with wild life with the extreme ability to manipulate them as well.
1. Web Grenade: Upon Impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is slowed. The web can bring down flying entities and halts jumping. (Ranged Foe: Immobilize -Recharge -Fly)
2. Pit of Snakes: You release a group of Snakes at a targeted location and they slither around in that one area. Any enemy that pass over the Pit of Snakes will be forced to move at a slower rate. They will also take some trivial lethal damage over time. (Ranged (Location Area of Effect), Minor Damage over Time(Lethal), Foe -Speed)
3. Vitamin Treat: Vitamin Treat consists of just the right amount of amino acids to safely heal a single targeted ally or henchman. The healed target is also left with some resistance to Toxic damage (this Toxic damage resistance cannot be enhanced). You cannot use this power to heal yourself. (Ally Heal, +Resist(Toxic))
4. Poisonous Antidote: This Antidote can free an ally from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. The antidote also grants the target some resistance to Cold and Toxic damage. Some of the effects of the power will improve with multiple applications as you advance in level. (Ally +Resist(Disorient, Fear, Confusion, Hold, Sleep, Immobilize, Slow, Cold, Toxic))
5. Camouflage Device: The Camouflage Device allows you to use a LCD body coating become partially invisible. While Camouflaged you can only be seen at very close range. IF you attack while Cloaked, you will be discovered. Even if discovered, you are hard to see but will retain some of your defense bonus to all attacks. Unlike some stealth powers, the Cloaking Device has no movement penalty. The Cloaking device will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist. (Toggle: Self Stealth, +Defense(All))
6. Poison Trap: You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected foes regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the trap will detonate. (Place Trap: Point Blank Area of Effect Foe: Choke, Vomit, -Regeneration -Recharge )
7. Elephant Tranquilizer: You can tap into your Nictus power to drain the remaining essence of all nearby defeated foes to heal yourself. The more defeated foes affected, the more You will be healed. Additionally, the more powerful the defeated foe you drain, for instance Bosses, the more health you will recover. (Ranged Hold, Foe -SPD, -Recharge, -Recovery)
8. Bear Traps: You can place Bear Traps on the ground. Any foes that pass near the Bear Traps will cause it to snap, severely damaging all nearby foes and sending them flying. The Bear Traps are almost impossible to detect with the camaflouge leaves over them, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Bear Traps will detonate. Setting a trap is delicate work, and if you are interrupted, you will fail. (Place Mine: Point Blank Area of Effect Superior Damage (Lethal/Fire))
9. Night Wolf: The Wolf will viciously attack any nearby foes, biting and clawing at them. Their howl will strike fear in some opponents as their stare may petrify their movements. The Wolf will fight by your side and can be healed and buffed like any teammate. The Night Wolf is resistant to Smashing and Psionic Damage. (Summon Night Wolf, Powers: Bite, Swipe, Slash, Fearsome Stare, Petrifying Gaze)
Animations:
The Whip will need to have an all new animation for a I am unaware of any character currently using a whip in the game. This could lead to a new Primary Powerset for a Scrapper or Brute for those who idolize Catwoman or Backlash.
All wild animal summoning will have the creature released from a cage fitted for their size.
Massive Grizzly will mimick the animation movements of a Black Dwarf including in speed. The Reckless Monkies will mimmick the animation movements of the Rikti Monkey. And the Wild Cats is an all new format of animation coming close to a puma and/or cheetah. Their attack animation may seem similar to a reverse Jump Kick as their front paws leap forward.
Swarm of Insects will mimick the same as a boss Devouring Earth when it releases two Swarms from it's arm pits. This or a box opens releasing 3 Swarms. They will have the same animation movement as the current in-game Swarms.
Feed Treats will be like Poisons Alkaloid animation and Evoke Rage consists of the Mastermind whipping the animals with one mighty lash.
Pit of Snakes will have a dark circle with snake bodies moving around in it.
Vitamin Treat = Poisons: Alkaloid, Poisonous Antidote = Poisons: Antidote, Camouflage Device = Cloaking Device,
Elephant Tranquilizer includes a device or gun that shoots a dart.
Bear Traps will have a group of leaves in one spot and shocking light when triggered.
Night Wolf Will be a wolf requiring an all new type of animation movement similar to Wild Cats.
Power Set Name: Demonic Cult
Primary/Secondary/Pool: Primary
Archetype: Mastermind
With a desire for magic and power, you lead a Cult Organization who will sacrifice themselves to unleash the unholy upon the world. To what lengths these lunatics will go depends on your guidance as mad as it is.
1. Ring of Fire: Immobilizes your target in a Ring of Fire, dealing Fire damage over time. More resilient foes may require multiple Fire Rings to Immobilize. (Ranged, Moderate DoT(Fire), Foe Immobilize)
2. Followers: Summon up to 3 Followers (depending on your level). Many who have lost hope go looking in dark places for the answers to life's questions. The Followers are those whose search has taken them to your cult organization. Now they must prove their true devotion by serving your evil will. You may only have three Followers under your control at any given time. If you attempt to summon more Followers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. (Summon Followers; - Basic: Daggers, Throwing Dagger)
3. Lightning Bolt: You can send a large blast of electrical energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you. Lightning Bolt deals more damage than Charged Bolts, but recharges more slowly. (Ranged, High Damage(Energy), Foe -Endurance)
4. Power of Alchemy: Train your Cult Henchmen with more advanced techniques and weaponry through Alchemy. This power permanently bestows new powers and abilities to your Cult Henchmen. The powers gained are unique and dependent upon the target Cult Henchman. This power only works on your Cult Henchmen and you can only Train any given Cult Henchman once. (Ranged, Power Cult - Followers: Hand Crossbow, Sword; - Mages: Darkness Staff, Darkness Staff Gloom, Poison Staff; - Behemoth Lord: Fire Sword, Fire Ball)
5. Possess: You can Possess an enemy with a demon spirit. If successful, the enemy will ignore you and attack his own allies. If you Possess someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Possess enemy. (Ranged, Foe Confuse)
6. Mages: You can summon one to two Mages (depending on your level). The Mages delve into the deepest reaches of the human spirit to tranfer power of magic through their staffs. When forced into combat, they petrify their foes in a wave of inescapable self-contemplation that leaves them incapable of any action. You may only have two Mages under your control at any given time. If you attempt to summon more Mages, you can only replace the ones you have lost in battle. If you already have two, the power will fail. (Summon Mages, -Basic: Crystal Staff, Brawl)
7. Book of the Dead: You can extract the spirits from all of your defeated Cult Henchmen at one time and summon their spectral essence to do your bidding. The more dead equals the more ghosts to rise. The power of the ghost is dependent upon the type of cult henchman you extract it from; however, it will always be one level lower than you. Unlike your other henchmen, the spirit is only loosely bound to your control and will eventually move on to the next world. The spirit cannot gain new powers with Power of Alchemy or Study the Grimmerie. (Summon Ghost(s); Fly, Resistence, Invisibility, Gloom, Smite, Siphon Life)
8. Behemoth Lord: With an incantation summon from the hellish pit of some other dimension a Behemoth Lord. Behemoths are fiery demons that inspire nightmares in all who see them. They can summon flaming swords to strike down their enemies, or breath fire from their mouths to incinerate all who stand before them. You may only have one Behemoth Lord under your control at any given time. If you attempt to summon another Behemoth Lord, the power will fail. (Summon Behemoth Lord; -Basic: Fire Smash, Behemoth Jumping, Scorch, Resistance)
9. Teach the Grimmerie: Teach the Grimmerie will permanently bestow the most advanced techniques and powers to Cult Henchmen. The Enlightened Cult Henchmen will gain new abilities, powers and weapons. The powers gained are unique and dependent upon the target Cult Henchmen that is Enlightened. This power only works on your Cult Henchmen and you can only Enlighten any given Cult Henchman once. (Ranged, Teach Cult - Followers: Scimitar, Poison; - Mages: Mesmerize, Siphon Power, Kamikaze; - Behemoth Lord: Fire Breath, Healing Flames, Invincibility)
Animations:
All animations for powers remain the same as in the game.
Summoning all henchmen consist of a red pentagram on the ground and them appearing in smoke.
When training or empowering with the Power of Alchemy the mastermind raises his hand as bestowing Enchant the Undead. When training or empowering with Teaching the Grimmerie the mastermind reads from a floating book.
When the mastermind uses the Book of the Dead, he reads a book or raises his arms for summoning as in Soul Extraction.
When the mastermind Possess the animation is Decieve and all the henchmen follow the animations of the Circle of Thorns.
Nictus Mastery/Nictus Fusion.......I want. NOW!
"An intelligent man is sometimes forced to be drunk to spend time with his fools" --Ernest Hemmingway, "For Whom the Bell Tolls"
Global: @salud
If they did, I would most-likely have to buy more slots on the Champion Server.
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Power Set Name: Beast Master
Primary/Secondary/Pool: Primary
Archetype: Mastermind
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I like the Beast Mastery idea. One thing however, the devs have said no four legged models, ever. Just too much for the game to handle. So I think some "hybrids" would be ok. Like weres and humanoids with animal traits. Leopard-girls, Lion-men, the RhinoBeast, Flying Eagle Woman, etc.
Another thing, besides the "ringleader" motif you have with all the whip attacks, I think some folks might like to play a MM who was also a beast person themselves. This might mean adding some "claws" type attacks and removing one or two whip attacks.
Just my 2 inf.
I know this topic is old but it dawned on me about 2 or 3 weeks ago and I am just getting to writing this now:
How can the devs say no 4 legged models when they got models using 8. Yeah, the Arachnobots. They got 4 legs pushing them off the ground and then some. If they can drop them in the game, I think 4 legs shouldn't be as complex. They got 4 leg models in World of Warcraft (as I seen in clip) and riding it too. Challenge!
I would settle for the option to pick different skins for our pets. (wants to reskin thugs to look like gangsters...)
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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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<3 <3 <3 <3
Pets then attacks...
You summon one or three (depending on your level popcorn makers.) These minions do lethal damage.
1 attack they throw a bag of popcorn at your enemy doing smashing damage and a bit of DoT... its hot!!! low damage
First upgrade They not only can throw popcorn they can run up and do a butter smash!....... average damage with no DoT
2. they can use their greasy hands to do a small DoT hold... greasy grip!!
Final attack one they whip out their popcorn stand and roll it into the enemy dealing high damage and small DoT!...
Final attack two they grab a handful of salt and throw it at an enemy's eyes dealing cone damage with medium DoT.
Lts..
You summon one or two (depending on your level hot dog vendors..) these lts do DoT attacks at a range...
1. Your vendor pulls out a handful of ketchup and mustart and throw it at an enemy for average DoT
First upgrade... Your vendor whips out a long strip of sausages and uses it as a whip and does lethal damage to any enemy to close to him.
Your vendor whips out a small bomb made with ketchup mustard and relish and throws it at an enemy done AoE damage along with moderate DoT.
Final upgrade.. Your vendor whips out a mustart and ketchup container one in each hand and squirts out mustart and ketchup doing medium DoT along with some small damage.
2nd attack for final upgrade..
Your vendor's anger increases and he picks up his hotdog stand and throws it at an enemy doing heavy damage in a cone...
Boss
You can summon one massive cottan candy vendor..... he is a veteran vendor who knows how to get the buyer what he wants..
He is a tank high health and moderate damage..
Rage your cottan candy vendor is automatically mad from people not bying his cottan candy
candy cill!! your vendor whips out cotton candy and shoves it into the face of an enemy doing small DoT with some smashing damage.....
first upgrade... your cottan candy vendor pulls out a massive piece of cottan candy and throws it at an enemy if their flying they will be knocked down and this attack does moderate damage. cotton candy crush you vendor picks up an enemy and wraps cotton candy around him doing minor DoT
. Final Upgrade. Your cotton candy vendor is soo frustrated that no ones buying from him he stomps his foot and cotton candy falls from the sky doing high damage...
2. He grabs his cotton candy stand and rolls it into a crowd doing high damage
all the pets are resistant to slow effects and have minor psionic resistance since they never lower there price even to super villains!!
Attacks for mastermind.... Your whip out a bucket of hot grease and throw it at enemies and do minor DoT damage.. second you whip out a small box filled with nasty comments about your vendors and throw it at a group of enemys it slows them and debuffs them slightly since they have never seen a complaint in their life....
3rd. your grab any of your vendors and fire one of them which enrages the others and do twice there normal damage and have a faster regenerate rate..
Upgrades... first one you pull out a business card and throw it at one of your minions who nod and then receive there upgrades..... only works on your minions and recharge is slow..
final upgrade.... you pull out a phone and starting talking to someone then outta no where a massive bundle of cash falls from an airplane and your minion looks at it smiles and is then fully upgrades... sorry couldn't think of a better one :P
level 18 power...you whistle and all your vendors that are alive line up and do a full charge they dive in the middle of a group of enemies doing heavy damage..
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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?
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This would be a great "unlockable" set. I've always wished the devs would toss in a couple of "Unlockable" MM sets using villains in-game villain groups. So I guess that's my suggestion.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
I think with Going Rogue coming up, they should start going for a few more heroic mastermind primary options! Beast Mastery, or something similar is perfect for that "could be good or evil" feel. Another thought that passed through my head was to possibly expand on one of the already existing controller pets. For example, fire imps would make a great opening pet for a MM, then all you would need are bigger flaming pets. Maybe take a different route and make a set for marine animal controlling powers and some water blasts! What kind of a superhero game doesn't have water blast?! At least a water based debuff set!
lol sorry for the the incoherent nature of my rant, but doesn't anyone agree on any of these points here?
fixed OP and a couple others.
Dark_Passenger
[ QUOTE ] 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! [/ QUOTE ] Original Thread |
[@Brewha] [Lv50-Necro/Dark][Lv50-Spines/SR][Lv50-Thug/Dark][Lv50-Martial arts/Shield] [Lv50-Sonic/Storm][Lv50-Rad/Rad][Lv50-War Mace/Granite][Lv50-Ice/Pain][Lv50-Fire/Psi] [Lv50-SS/Fire][Lv50-Granite/Energy][Lv50-Fort.][Lv50-Earth/Elec][Lv50-AR/Thermal] [Lv50-Energy/Will][Lv50-Energy/Kin][Lv50-Ninja Blade/Dark][Lv50-Crab][Lv50-Fire/Energy] [Lv50-Empathy/Energy][Lv50-Cold/Archery]
I've had this one on my mind for a while now:
Bird Mastery
1: Peck - You send forth a bird to peck at your foe. Basic attack, minor damage, fast recharge.
2: Pigeon - You can laugh at them, but these little birds can pack quite a hit. Starting off with a melee peck and brawl, 1st upgrade can give them a bite and 2nd upgrade can give them a Shriek and Howl.
3: Bite - You send forth a bird to bite at your foe. Second Bread and Butter attack, moderate damage, moderate recharge.
4: <Insert birdie name for power> - The first upgrade. You know how it works.
5: Cloud of Beaks - What it sounds like. You send forth a small group of birds to peck at your foes. Cone attack, short range. High damage, slow recharge.
6: Eagle - You can summon two ferocious eagles. Starting with a peck and brawl like the pigeons, you also start with bite. 1st upgrade can give them Howl and a defensive thingy. 2nd upgrade can give them a toned down Shout and another defensive thingy.
7: Cloud - A load of birds appear to aid you. Think Gang War. But birds.
8: Tolroc - Summon the mythical Roc, most notably known from Sinbad. Starts off with 2 defensive thingies, Wing Attack and Shriek. 1st upgrade can give it Steel Wing, a Resist Damage thingy. 2nd upgrade can give it a downgraded Dreadful Wail and Siren's Song.
9: <Insert another birdie name for power> - Second upgrade. 'Nuff said.
The thing that has appealed to me the most about this is no redraw. And how funny it would be to watch someone be surrounded by a bunch of birds pecking them to death.
I think that Masterminds should get some more flexible Masterminds that can be heros or villains. Once Going Rogue comes out one of the first things I'll want to do is take a Mastermind heroside.
I'd prefer a less weapon dependant choice, that would grant more flexibility to themes and stories.
I would second the Superheroes/Villians. You could probably have the styles be one mean one angry which would of course be a second set of costumes for each model, but they don't have to be too special. What might be cool is if they adopted whatever chest symbol your toon had so it could look like your toon was its own supergroup.
I also like the self-duplicating mastermind. Seems awesome. I really like the concept.
I think that Masterminds should get some more flexible Masterminds that can be heros or villains. Once Going Rogue comes out one of the first things I'll want to do is take a Mastermind heroside.
I'd prefer a less weapon dependant choice, that would grant more flexibility to themes and stories. |
I think at least some of MM options could be given a drop down to select different looks. Not full customization (which would be cool, but hard) but at least 3 or 4 different looks for the same primary powerset.
For example, Thugs could be made into a "sheriff's posse" without too much trouble. This would be suitable for Heroes.
Some MM sets would need different treatment. For example, Mercenaries might actually be better for Heroes as they are now; in my opinion we actually need more "villainous" options for Mercs. And how does one do "good" necromancy? I don't know. Still it's fun to speculate.
Set Name: Knights
Weapon Set: Crossbow
Attacks:
Bolt Shot: Crossbow equivalent to Snap Shot. Slower recharge, but more damage.
Summon Infantry: Summons 1 to 3 foot soldiers. Each wields a shield and sword, and chainmail armour.
Basic attacks: Slash, Hack.
After using Equip Knights: Deflection, Slice.
After using Knighting: Battle Agility, Disembowel.
Aimed Bolt: Crossbow equivalent to Aimed Shot. Slower recharge, but more damage
Equip Knights: Improve the minions.
Piercing Bolt: Cone, very, very narrow. Heavy damage and knockdown to everything in the bolts path.
Summon Templar: Calls 1 to 2 Knight Templar to your side. Plate armour, axe and shield combination.
Basic attacks Beheader, Chop, True Grit.
After using Equip Knights: Deflection, Battle Agility, Gash.
After using Knighting: Whirling Axe, Build Up, Grant Cover.
Conscript Peasants: Summons three Peasants to fight alongside you. They carry no weapons and have no armour. Basic attacks: Brawl, Throw Rock, Boxing.
Summon Paladin: Summons 1 Paladin to your side. Wearing Heavy Plate Armour and wielding a hammer and shield.
Basic Attack: Bash, Pulverize, Jawbreaker, Deflection.
After using Equip Knights: Taunt, Clobber, Battle Agility, Healing Aura.
After Knighting: Heal Other, Phalanx Fighting, Whirling Hammer (Whirling Mace), Tactics.
Knighting: Final improvement for Knights.
After seeing the awesomeness of the whip attacks that come with Demon Summoning, it made me look back on the other sets and think that it would be great if all of them had four attacks instead of one, in my opinion, totally skipable power. Another archery based attack for Ninjas like Flame Arrow, or even swap the set to having a Katana to match up more with the Ninja would be better than Smoke Bomb. Another Assault Rifle power could replace Serum and so on. I'm sure that there are others that I'm not thinking about because I haven't had coffe yet.
@Joshua.
I havn't thought the powers through or anything, just wanted to cast my vote for a yet to be mentioned minion.
Goblins
I want goblins! Please.
Here is an idea I got while thinking about the punchy pets AI problem. What about a set of creatures that don't even have the ability to melee at all?
I'm not going to try to create individual power ideas for the set other than the pets.
Primary:
Beholder Summoning
T1 pets
Summon Eyeballs
3 smaller floating beholders that each inflict an array of different ranged dmg types.
T2 pets
Summon Gauth
2 larger floating beholders that have the capability to do even greater amounts of dmg in an array of dmg types
T3 pet
Summon Overseer
1 Huge floating beholder that is extremely powerful. This entity also has access to an array of different dmg types. Additionally, the Overseer would have a cone fear power.
I picture these pets as being strictly ranged each being progressively better at debuffing. Additionally, in the lore, it suggests that beholders can cast all different types of spells. That is why I think they should be able to inflict "an array of dmg types". They would do everything from fire to electric to cold to negative to toxic.
What do you think?
Bubbawheat the suggestion of clone MM i can honestly see it being very over powered in player vs player.
EternalDominion if you could have that many hero's what would be the need for any other class?
You may as well be summoning AV's an LT's in there full strength.
I think we can remove Demon Summoning from the list. :P
... then there's ponies...