Guide to Mastermind Primary Suggestions


Auralu

 

Posted

I like to try the original idea of this form with the elementals it sounds cool not only that but I like his idea of braking the 3-2-1 formation I actually like to try something more where you get one pet like a dragon where you get one pet and it grows with you. You would get powers to boost it along the way but something like that where you get one pet and it keeps growing up with your MM


 

Posted

Personally, I still want a Slimes Mastermind with pets similar to the Hydra and some pure Toxic attacks. I would, of course, pair it with /Poison.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound

 

Posted

Besides "new" I'm still interested in customization options. Today, new looks for ninjas.

Cyber ninja is a concept I like a lot.



Some modern ninja












 

Posted

How about Greek monsters? Three satyrs with some martial arts and ss moves, two dryads with plant control and archery, and a gorgon with really good cc and archery. The special move would be planting a war banner and taking a last stand.. it'd summon a pet (a flag) that grants big bonuses for a while, then when it disappears the MM's endurance crashes. I don't know what would make for good attacks though.. maybe javelin and discus tossing?


 

Posted

Here are powers I suggest for a new Mastermind primary powerset "Insect Attract":

Fling Venom: Ranged moderate toxic damage. -res

Giant Spiders:
Black Widow: toxic damage, debuff
Web Spider: hold, immob, heal
Tarantula: toxic damage dealer

Swarm: Close cone high DoT(toxic)

Improve Insects: Improve Insects

Hornet Bomb: Ranged targeted AoE moderate smash/toxic

Giant Stag Beetles: 2 Brute-like melee based smash damage dealers

Offspring Spread: PBAoE Henchmen: When a henchmen is defeated while this power is in affect it debuffs foes around the body but automatically become on offensive mode to prevent from abusing the power.

Giant Mantis: Scrapper-like lethal damage dealer

Sugary Improvement: Improve Insects


Main characters:
Shalite - Ninjas/Poison Villain Mastermind. Solo challenger in PvE.
The Gore Melody - Necro/Dark Vigilante Mastermind. Solo challenger in PvE.
Technophile Lila - SJ/Fire Hero Brute. Outstanding Farmer.

 

Posted

Custom:
This would give you the option to choose what your attacks are for your MM's and what Henchies/Upgrade set you have in your primary. So you could have the Robotics laser rifle, but be able to summon zombies.
One of the Henchie options would be to choose what powers you Henchies will have and/or what they look like. Demons and Robots would not be included in here, only the humanoid could have their powers and appearances mixed and matched.
One of the appearance options would be 'Free-Form' which would allow you to customize each type of Henchie like you do to your character. Ex. Custom Henchies using soldiers powers would allow you to customize the first two tier-one Henchies, then the Medic, then Spec Ops, then Commando and they could each look different.
Custom Henchies using the Zombies powers would keep the animations, as an example of why Bots and Demons aren't included since they have completely different models.


 

Posted

My suggestion for an Arachnos themed set follows the exampe set by Demons - similar but different pets per tier. For the 3 attacks, I think it has to be the mace. Not too certain on the flavour power.

Level 1: Mace Blast
Level 1: Soldiers of Arachnos - 1st pet is a Wolf spider, 2nd is a Bane Spider, 3rd is a Crab Spider
Level 2: Poisonous Ray
Level 6: Train Arachnos
Level 8: Mace Beam Volley
Level 12: Widow - 1st pet is a Night Widow, 2nd is a Fortunata
Level 18: ???
Level 26: Mu Guardian
Level 32: <???> Empowerment

Soldiers of Arachnos

Wolf Spider
Pummel
Single Shot
Trained
Burst
Empowered
Heavy Burst

Bane Spider
Mace Beam
Bash
Trained
Pulverize
Empowered
Crowd Control
Cloaking Device

Crab Spider
Slice
Channelgun
Trained
Longfang
Empowered
Suppression

Widow

Night Widow
Poison Dart
Strike
Lunge
Trained
Slash
Dart Burst
Placate
Empowered
Eviscerate
Smoke Grenade
Mask Prescence

Fortunata
Mental Blast
Telekinetic Blast
Subdue
Trained
Scramble Thoughts
Psychic Scream
Empowered
Dominate
Confuse

Mu Guardian
Fly
Lightning Bolt
Chain Fences
Trained
Lightning Blast
Lightning Field
Empowered
Ball Lightning
Cage of Lightning
Touch of the Storm

I tried my best to follow the structure of other pet power availability and upgrade progression. Any ideas what the Empowerment could be called? Any ideas on the level 18 flavour ability? Or is the whole idea a little OP with so much Energy, Toxic & Psionic damage?


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

Quote:
Originally Posted by JayLeonHart_EU View Post
I tried my best to follow the structure of other pet power availability and upgrade progression. Any ideas what the Empowerment could be called? Any ideas on the level 18 flavour ability? Or is the whole idea a little OP with so much Energy, Toxic & Psionic damage?
I'm not too sure about the MM side of things, but as a VEAT player and someone who has played redside somewhat heavily before it died, I can tell you one thing that's missing.
Tactical Training.
Personally, I'd spread it out, give the Assault to the bane, the Maneuvers to the Crab and the Tactics to the Night Widow.

One thing that I just can't help but question myself with though, how would that much CC work on the Fort? And how would the stealth work on the NW? Is the pet AI even capable of doing things such as switching targets in order to not dominate a confused foe or vice versa? Better yet, is it able to make the NW not run up stealthed to a group and smoke bomb them?


With a second look, the soldiers feel lacking.
For the wolf, I'd put some Bayonet at the trained level and probably a Wide Area Web Grenade at the empower one.

Might want to think about adding another ranged attack to the Bane, I'd pick Poisonous Ray at empower, but that might make them too strong

Add a grenade or two to the Crab. I'd even remove Slice, put Channelgun and Suppresion at untrained, Longfang, Maneuvers and Venom Grande at trained and Frag Grenade plus something else at empower. Serum maybe? Fortification?
The Crab really seems like the hardest one to make, considering there's just a whole bunch of attacks to put (Slice, Arm Lash, Longfan, Channelgun, Suppresion, Venom and Frag Grenades... you could even add Frenzy to that list).
If I were to design a set though, there would be either two wolves or two banes and the crab would be the last pet, making the vast array of powers more... acceptable? conceivable? Anyways.


... and while I'm at it, the widow seems fine, if you forgo my concerns about how the AI would handle stealth. As a suggestion, I'd remove Smoke Bomb and put Psychic Scream.

As for the Fort, I'd really think about moving those powers around a little. While confuse is one of the nicest powers on a Fort, I'd probably remove it in order to add another AoE (possibly total domination). Say something along the lines of
-Mental Blast and Subdue untrained.
-Psychic Scream and Dominate trained.
-Total Domination and Scramble Thoughts empowered.
TKBlast could fit in the empowered one, considering there's no other damage based attacks in that upgrade.

I can't really comment on the Mu, but I'd say he looks rather fine at first glance.


Anyways, these are just suggestions and I'm no where close to a MM expert, just an avid VEAT player who WANTS an Arachnos themed MM (and a better AI, AIs are never good enough! never!). I've wanted one ever since I made my first widow, a few years ago. I can still remember the sadness I felt when I heard the news about the new demon pets


 

Posted

I was poking around with the idea of a SWAT or Rogue SWAT powerset. One large reason is because, well, this game doesn't have a Shotgun powerset, and...that's really the big reason. Anyway! Let the fun begin!

Swat/Rogue Swat Mastermind

As an officer/former officer of the PPD SWAT team, you command the respect of the men under you.

Powers

12 gauge- Fires a single blast from your shotgun. ((Damage Medium, recharge fast))

Call Officer- Summons 1-3 officers to follow your orders. Third officer will be a triage unit. The first two officers use shotguns, while the third uses a pistol.

AP shot-Fires an armor piercing shotgun slug that knocks some foes back. ((Damage high, recharge moderate, knockback))

Riot control-Upgrades your team with the latest in Riot Control gear.

Buckshot-Good at close range. Fires a cone of buckshot pellets that can
knock some foes down. ((Damage moderate, recharge high, knockback, cone effect))

Call Riot guards- Summons 1-2 Riot Guards to assist you. Riot Guards are highly trained, tough officers who excel in fighting toe to toe and in disabling the enemy.

Request reinforcements- Two highly trained SWAT snipers appear to assist you. Unlike normal officers these officers are very busy, and can only remain for a short time.

Call Captain- Calls one highly experienced SWAT captain to aid you. This hard as nails officer will stop at nothing to get the job done. He is so good at what he does that he inspires other officers.

Assault upgrade- Outfits the SWAT team with the most advanced assault weaponry available.
 
Officer powers
12 gauge-((Damage light, recharge fast)) ((5 points of lethal damage at level 1 and 2 points of smashing damage, 13 points of damage and 5 points of smashing damage at level 50, 1 second activation, 5 recharge time))
12 gauge blast- ((Damage moderate, recharge moderate)) ((5 points of lethal damage and 3 points of smashing damage at level 1, 15 points of lethal damage and five points of smashing at level 50, 1 second activation, 3 recharge time))
Riot Control powers

Beanbag-((Damage light, recharge long, disorient))
Buckshot-((Damage moderate, recharge long, knockback, cone of effect)) ((6 points of smashing damage at level 1, 23 points of smashing damage at level 50, 1.87 seconds activation time, 8 second recharge time, 50% chance for a magnitude .79 knock back on level one, 1.95 on level 50))
Doubleblast-((Moderate DoT, moderate recharge)) ((2 ticks of 9 lethal, 3 smashing damage over 2 seconds at level 1, 2 ticks of 17 lethal, 9 smashing damage over 2 seconds at level 50, 2.5 second activation time, 6 recharge time))

Assault Upgrade powers
Incediary Flechette- ((Damage moderate, recharge long, medium length DoT, AoE)) ((4 points of lethal damage, 3 ticks of fire damage over 3 seconds at level 1, 11 points of lethal damage, 3 ticks of 3 fire damage over 3 seconds at level 50, 1.5 second activation time, 16 second recharge time, wide area cone blast))
AP shot-((Damage high, recharge long, knockback)) ((15 points of lethal damage at level 1, 31 points of lethal damage at level 50, 1.6 second activation time, 16 recharge time, 50% change for a .79 mag knockback at level 1, 1.9 mag knockback at level 50))

Triage Unit powers
Single shot- ((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 15 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
Double shot-((Moderate damage over time, recharge moderate)) ((2 ticks of 3 lethal damage at level 1, 2 ticks of 8 lethal damage at level 50, 2 second activation time, 3 second recharge time))
Med-kit- ((Healing, 15 second recharge)) ((Heals for 20 points at level 1, 115 at level 50, 2 second activation time, 15 second recharge time))

Riot Upgrade powers
Energy pills- ((Removes hold, slow, and sleep effects, 20 second recharge)) ((Removes 1 stun, sleep, immobilize, or hold effect from 1 target, 3 second activation time, 20 second recharge time))
Triple shot- ((Damage high, recharge long)) ((3 ticks of 2 damage at level 1, 3 ticks of 6 damage at level 50, 2 second activation time, 10 second recharge time))

Assault Upgrades
Empty clip-((Damage medium, recharge long, Area of effect)) ((5 ticks of 1 damage at level 1, 5 ticks of 3 damage at level 50, 3 second activation time, 16 second recharge time, 10% chance for a .5 mag knockback at level 1, 1 mag knockback at level 50))
Team assist- ((PBAoE Team Heal)) ((10 PBAoE points of team healing at level 1, 90 PBAoE points of team healing at level 50, 3 second activation time, 40 ft radius, 20 second recharge time))
Tear Gas Grenade-((Hold/immobilize, -damage)) ((3.00 magnitude hold on target for 4 seconds, 15% damage on target for 15 seconds, 15 foot AoE, 3 second activation time, 35 recharge time))

Riot Guard powers ((Riot Guards are shield/war mace tankers without Gaunlet))
Bash- ((Melee, moderate damage, fast recharge minor disorient)) ((8 points of smashing damage at level 1, 26 points of smashing damage at level 50, 1.3 second activation time, 4 seconds recharge time, 30% chance to lower target resistance by 15% for 10 seconds, 20% chance for mag 2 stun on the target for 2 seconds))
Pulverize- ((Melee, high damage, moderate recharge, minor disorient)) ((10 points of smashing damage at level 1, 35 points of smashing damage at level 50, 1.5 second activation time, 8 recharge time, 30% chance for a mag 2 stun for 4 seconds))
Deflection-(Self +DEF(Melee), +Res(Lethal, Smashing) ((10% melee defense, 10% smashing resistance, 10% lethal resistance))

Riot Upgrades
Whirling Mace- ((Point Blank AoE melee, moderate damage, long recharge, minor disorient)) ((10 points of PBAoE smashing damage at level 1, 30 points of PBAoE smashing damage at level 50, 8 foot radius, 3 second activation time, 16 seconds recharge time, 20% chance for a mag 2, 2 second stun on every target hit))
Battle agility- ((Self +defense ((Ranged, AoE)) +Res ((defense debuff)) ((10% ranged and AoE defense, 12% defense resistance))

Assault upgrades
Grant Cover- ((PBAoE, Team (But not self) DEF (All) )) ((6% defense to smashing, lethal, negative, energy, fire, cold, melee, ranged, AoE damage, 10% resistance to all))
Crowd Control- ((Melee (Cone), moderate damage, knockback)) ((12 points of smashing damage at level 1, 32 points of smashing damage at level 50, 2 second activation time, 16 seconds recharge time, 25% chance for a mag .67 knockback))
Shatter- ((Melee, extreme damage, high knockup)) ((14 points of smashing damage at level 1, 35 points of smashing damage at level 50, 45 degree arc, 8 foot range, 2.33 activation time, 16 second recharge time, 30% chance for a .67 mag knockback))
 
Captain Powerset ((Captains utlize a mini-gun and team buffs))
Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))
Chain Gun- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))
Manuevers- ((PBAoE Team Defense +All)) ((PBAoE 5% defense on all mastermind minions))

Riot Upgrades
Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))
Focused Barrage- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))
Tactics- ((PBAoE Team +ACC Res (Confusion, fear) +perception)) ((5% PBAoE to-hit, 35% perception for masterminds minions))

Assault Upgrades
Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))
Light'em up!- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))
Assault- ((PBAoE Team +DMG, resist taunt and placate)) ((15% damage increase, 45% resistance to taunt and placate for mastermind minions))

Sniper powers
Sniper Rifle- ((Extreme damage, long recharge, knockback))
Slug- ((Ranged, high damage, moderate recharge))
Full Auto- ((Superior DoT, Long recharge))
Burst-((Moderate damage over time, fast recharge))


Officer resistances-

Smashing-20%
Lethal-20%
AoE-10%
Confuse-25% duration
Confuse protection-2.0

Riot guard resistances-
Smashing-25%
Lethal-25%
AoE-10%
Fire-5%
Cold-5%
Toxic-5%
Confuse-30% duration
Confuse protection-2.0

Captain resistances
Smashing-23%
Lethal-23%
AoE-15%
Fire-8%
Ice-8%
Toxic-8%
Terrorize protection-4.0
Terrorize-33.33% duration
Confuse-33.33% duration
Confuse protection-2.0

That's the general gist of it. The shotgun blasts would be short range, around that of Corruption in Demon summoning, the Triage Unit would be medium range, the Riot Guards obviously melee, and the Captain would be medium/long range. Double bonus, PPD would work in Pratoreia or in Paragon...


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Double post, edited the SWAT powerset with resistances and possible damage numbers for various attacks and such. Figured it deserved a notification post.


"I have something to say! It's better to burn out then to fade away!"

 

Posted

Love the SWAT one, had a similar idea myself, primarily as a way to introduce some minion customization. Could have PPD officers, RIP, or Praetorian Police if you start in Praetoria. Always changeable later the same way you change an animation for any other power. It wouldn't be complete control over appearance, just model swapping, but could still be interesting.

Plus, I want a permanent Hardsuit ally. Dang that thing is cool. Backup Radio doesnt last long enough


 

Posted

An Engineering type who places a variety of powerful stationary buildings like turrets, power stations, control effects. They cant move while fighting, but it is offset by their higher effectiveness.

Maybe have a teleporter which can automatically summon enemies into the group like teleport foe.

Direct fire of your mobile fortress upon advancing enemies today!!!


 

Posted

I think that the Fragments enemy group is ripe for a new "Non-Humanoid" Henchman set (not sure if that's the enemy group name, it's the wispy possesor things in First Ward), especially being a little more mystical in concept than many of the straight human selections currently available. Psychic Blast already exists, so even the personal attack powers are there!


Stealing broken radios from your garbage since March 2006

 

Posted

Nathan Explosion: "We will make everything metal, we will make it blacker then the blackest black times infinity."

Concept: Your early minions are about as effective as street thugs. The more advanced minions are actual band members and not so much insanely nasty at kicking butt in their own right as they are buffing your allies into a frenzy and debuffing the opposition into a stupor. As they are added, band members add to damage of attacks, new specific buffs/debuffs, and of course add to the actual sound effects you put out with their instruments which can pop in/out of thin air in a flash of fire and darkness.

Weapon: An axe of course. No, the music-kind. You're also the vocals.

I. Minions 1-3 - Fan, Roadie, Body Guard - Your tanks and primary damage dealers. Effectiveness increases as your ability to buff/debuff increases. Fan moshes. Roadie swings equipment. Body Guard beats people professionally.

II. Minions 1-2 - Bassist, Drummer - It's about the music. They can attack but they will stop and support your attacks/buffs when you use them. First adding these guys on is a big deal as it dramatically enhances regular attacks and lower tier minion potential.

III. Minion 1 - Lead Guitar - Similar to II but can lay in some serious damage with his double-axe after a couple shots of jack which we will of course merely imagine he hits in order to maintain a T rating.


Attack I. - Raaaa!!! - Weak to start. Eventually adds on knockback and debuffs enemies in specific ways as II + III get added on.

Attack II. - Power Cord - High knockback %. Damage gets heavier as band members get added, adding their instruments to the sound effects. Reduces DR of individual enemies.

Attack III - Kaos (with an umlaut over the 'a' of course) - Minor cacaphony of music expression knocks back all enemies in immediate vicinity and adds buffs to allies as band members get added. Followed nicely by Raaaa!!! to debuff enemies as they get up off the ground.

Attack buffs shouldn't affect allies. It would unbalance things, I suspect. Additional powers can handle healing and buffing allies as well as band members. The adding to the band mechanic should apply to all powers where possible, however.


 

Posted

I like the beast mastery set alot. But instead having the ranged cone power call crows. What about having the ability to summon group of snakes to latch on to your enemy's feet. And if one snake latches on the enemy is slowed, but if two snakes latch the enemy is held. And while latched the snakes contnuously bite the target causing toxic moderate DoT and a slight defense debuff.


 

Posted

I would like to see some equality in the masterminds sets already out there.

All of the MM sets (except robots and demons) have pets that are all male. The ninja, thugs, mercs and zombies are all guys. Be nice to see some females added to the rosta.

Plus, with the Thugs, you get a random thug each time you call them. Some times a black guy in an orange shirt, sometimes a white guy in a blue shirt and so on. This makes it really hard to name your guys. I named my first thug 'Ginger Joe', which didnt work when he came back as a black guy the next time I called him.

As for new sets, id like

A more modern looking zombies
A mutant type of henchment, like Hydra, Arachnoids, Failed experiments or Wailers or at least something that poison works with!
Something like ghosts, or nightmares.
Some elemental henchment like plants, wind and water pets.


Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)