Cunning New Mastermind Archetype Idea
evil versions of himself, how big a nerf bat would they need for that one
on a more serious not, i dont think this would be at all easy to do, and would probably cause major disruption
Not bothered about the epics yet, just bothered about the fact that there are only 4 sets atm....
No Druid Primary? Come on, you could have elec/fire/ice for the attacks, wolves/bears/eagles/locusts etc for summons.
No Storm/'Elemental' type powers for secondary?
You could have: Gale, o2 boost, tornado, steamy mist, volcano, lightning storm, Shocking Bolt (or whatever its called from the Blaster Elec Epic section). There's so much to chose from! That would definetley be my first choice.
For a dimensional mastermind set I would rather se some proper monsters, something Cthulhu like. Or on a similar note why not a alien powerset?
Have you SEEN Cthulu's stats?
Unless you're talking Byakhee or the Fungi from Yuggoth; they are NOT gonna be added soon. Though the Villain Respec mission seems very tied to Shub-Niggurath....
why not khieldians/nictus
first pet is voids
second a nova
and last is a dwarf
nova's and dwarf's will be any random type (light/dark)
[ QUOTE ]
Have you SEEN Cthulu's stats?
Unless you're talking Byakhee or the Fungi from Yuggoth; they are NOT gonna be added soon. Though the Villain Respec mission seems very tied to Shub-Niggurath....
[/ QUOTE ]
Of cause I have seen Cthulhu's stats... I have the 5th ED Call of Cthulhu book. (Cthulhu would properly be to big as well)
No I did not mean Great Cthulhu him self, but more the style of the monsters. They already have a bit of the type of mythology with though coral style mobs (a giant creature from the stars sleeping on the bottom of the sea floor does sounds familiar right? )
When we're talking new MM powersets, I'd rather have one or all of the following:
-A demon based primary, for all us evil wizards and CoT wannabe's
-A fire based secondary for those that take the above primary
-A monster/mutants based primary, for all the evil scientists.
[ QUOTE ]
Have you SEEN Cthulu's stats?
Unless you're talking Byakhee or the Fungi from Yuggoth; they are NOT gonna be added soon. Though the Villain Respec mission seems very tied to Shub-Niggurath....
[/ QUOTE ]
It'd be class though. Summon Cthulu, mobs go insane and try to claw out their own eyes, your allies go mad and try to claw out their own eyes, you go mad and try to claw out your own eyes. Ctulthu goes on rampage and thrashes Paragon.
Reckon it'd have to be a Tier 3 summon
I thought this thread was going to suggest a "Blackadder" powerset, where you get to summon three Baldricks as your first tier power.
I really should do something about this signature.
[ QUOTE ]
I thought this thread was going to suggest a "Blackadder" powerset, where you get to summon three Baldricks as your first tier power.
[/ QUOTE ]
3x Baldricks at -2 your level
2x Lord Percy Percy's at -1 your level
1x Queenie at your level
I like it
[ QUOTE ]
[ QUOTE ]
Have you SEEN Cthulu's stats?
Unless you're talking Byakhee or the Fungi from Yuggoth; they are NOT gonna be added soon. Though the Villain Respec mission seems very tied to Shub-Niggurath....
[/ QUOTE ]
It'd be class though. Summon Cthulu, mobs go insane and try to claw out their own eyes, your allies go mad and try to claw out their own eyes, you go mad and try to claw out your own eyes. Ctulthu goes on rampage and thrashes Paragon.
Reckon it'd have to be a Tier 3 summon
[/ QUOTE ]
i think to summon Ctulthu would have to be a tier 5 summon (new epic summon)and be your lvl +30 granted it would leave u with a semi perma fear effect and try to destroy the world, but would be fun as it runs off to solo hami for u
[ QUOTE ]
[ QUOTE ]
I thought this thread was going to suggest a "Blackadder" powerset, where you get to summon three Baldricks as your first tier power.
[/ QUOTE ]
3x Baldricks at -2 your level
2x Lord Percy Percy's at -1 your level
1x Queenie at your level
I like it
[/ QUOTE ]
Baaaaah!
I'd like a shadow MM set. Think of the pets black swan got running around. 1st would be the shadow imps, 2nd should be something like the dark servant, only more aggresive and less a debuff machine. For the 3rd, well I don't know yet...
I'd like to see a *Hero* MM Epic AT - the Commander, with pets as the Secondary...
SWAT TEAMS:
L1: Summon Riot Cop (melee with truncheon, upgrade to taser and short range pistol, final upgrade to Stun Grenades)
L16: Summon Specialist (start with machine gun, upgrade to sniper/medic, final upgrade to M30)
L28: Summon Battle Unit (Robocop - equiv of Crey Power Tank)
LONGBOW:
L1: Summon basic longbow (1 Rifleman, 1 Flamer, 1 Nullifier)
L16: Summon Spec Ops
L28: Summon Warden
SHAOLIN:
L1: Summon Warrior Monk
L16: Summon Mystic (akin to Tsoo Sorceror)
L28: Summon Smiling Old Bald Wrinkly Man With Broom (or something)
Is it time for the dance of joy yet?
[ QUOTE ]
L28: Summon Smiling Old Bald Wrinkly Man With Broom (or something)
[/ QUOTE ]
Always remember Rule One
I like the idea of the Cops the best actually. The snipers would be something a bit different. And could make for an interesting PvP MM if they had the perception of Nemises snipers and the like.
yea but heroes dont comand others around :P not seen any that do yet anyway
[ QUOTE ]
When we're talking new MM powersets, I'd rather have one or all of the following:
-A demon based primary, for all us evil wizards and CoT wannabe's
-A fire based secondary for those that take the above primary
-A monster/mutants based primary, for all the evil scientists.
[/ QUOTE ]
Ye! also a plant set, and if you wanted to make a dimension MM then you could make the last teir as vortex of shadow, and then it should simple copy the powerset of the enemy it was fighting.. cant be all that hard ^^ ofc the skills should be nerfed on the vortex dude as he/she/it cant be allowed to be as though as a player :P
hmm, arighty then.. lets see what i can come up with here..
forces of nature; powers are in order as follows:
ice bolt: minor damage, foe -SPD - RCHG
fire imps: you summon 1, 2 or three fire imps depending on your level. the first upgrade gives them incinerate and second fire sword.
lightning bolt: high damage, foe -END
refreshing breeze: upgrades a targetted henchmen with a new power.
fire ball: AoE, moderate damage (DoT)
charged sentinal: you summon 1 or 2 charged sentinals depending on your level. they use charged bolts and short citcuit as basic power, and a natural aura which slowly drains an enemies endurance. the first upgrade gives them ball lightning and the second tesla cage.
natural instincs: when this power is activated, the targetted henchman and all others of its type are given a damage boost of 75% and accuracy boost of 60%, but your defence is reduced by 50% and endurence completely drained, leaving you vulnerable to attack.
natures fury: you summon a large tornado filled with natures fury to fight for you. natures fury has the powers gale and freesing rain as its basic power. with the first upgrade, it gains hurricane and the second upgrade it gains the power lightning storm. natures fury has a natural resistence to knockback/down/up, sleep, hold, disorient and all forms of debuffing has a 130% defence debuff vs toxic damage.
nature shift: upgrades a targetted henchmen with a new power.
hmm.... what else? i just dont know.. oh how about this!
daemons; powers are in order as follows:
fire blast: moderate damage (DoT)
demonite: you summon 1, 2 or three demonites depending on your level. the first upgrade gives them the added power burning claw, the second upgrade gives them the added power fire breath.
fire sword: moderate damage (DoT)
pain: upgraded a targetted henchmen with a new power.
fire ball: AoE, moderate damage (DoT)
daemon: you summon 1 or 2 daemons to fight for you. daemons have wings so have the ability to fly and cause knockback to all foes within their range. the first upgrade gives them fire sword, the second upgrade gives them fire sword circle.
suffering: you imbune your targetted henchmen to have to ability to do more damage the less health the other henchmen and you have. if another henchmen died, then the imbuned henchmen will be able to do double damage, if another died, triple damage and so on. this power wears off after 25 seconds.
lord daemon: you sacrifice all of your henchmen to summon this lord daemon. there is a reason why the other henchmen were sacrificed in order to summon this single henchmen, and here it is. the lord daemon has a base resistence of 150% against all damage types accept for psyonics and a base defence of 200% against all types of damage accept for psyonics. they are immune to fear, sleep, slow, knockback/up/down and immobilisation. they have the powers incinerate, greater fire sword, healing flames, rise of the phoenix and breath of fire. with the first upgrade they get combustion and with the second upgrade they get firey embrace. while this henchmen is summoned, you will be unable to summon any other daemons. if you try to summon another, then the lord daemon shall be defeated and the henchmen you summoned will be summoned.
anger: this upgrade gives a targetted henchmen a new power.
and how about..
freaks; the mutants who dont make it, the ones who were made to live on the streets by their own parents because they were abnormal.. but you were nice to them.. they will do whatever you want, even if it cost them their lives...
hand gun: minor damage, foe stun
beginner: this is a mutant that is just learning their powers. you can summon 1, 2 or three of these depending on your level. the first upgrade power gives them haymaker, the second gives them ice blast. their begining powers are ice bolt and jab.
submachine gun: moderate damage (DoT), for -DEF
reveal: you reveal a new power to a targetted henchmen, giving them a new power to play with.
buckshot: Cone, high damage, foe KB, foe -DEF
graduate: this mutant has learnt alot of power potential, lets see what they can do. you can summon 1 or 2 of these depending on your level. the first upgrade gives them spectral wounds and the second upgrade gives them spine burst. their original powers are blind and barb swipe.
toxin: you inject a toxin into one of your henchmen, which speeds up their mutation turning them it a mish-mash of special abilities. when this is injected into them, they gain 2 powers from any poweset from any archetype in city of villains/heroes and have a damage and defence boost of 250%, the power lasts for 1 minute. when it wares off the henchmen is left stunned and with half of the health and endurence they had before the effect worn off.
educated: this is a mutant that knowns what they are capable of, and they are completely under your control. you can only have one of these at a time. with the first upgrade they get nova, with the second upgrade they get advanced force field, which gives the same boost in defence as personal force field but allows them to attack their enemy from within it. their original powers are power burst and power blast, with force bolt and detension field. an educated mutant is resistent to confuse, fear, stun and sleep. they have a 50% base resistence against all types of damage and 40% base defence against all types of damage.
enlightenment: you manage to enlighten a targetted henchmen into learning a new power.
i think thats all ive got for right now. would love to see all of the powersets of masterminds in this thread, all looks great!
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
"Allways remember rule 1"
You dont talk about Fight Club?
[ QUOTE ]
Ye!
[/ QUOTE ]
Project_Olle, thanks for agreeing
To put some positive input in this thread: I really think MM primaries should be more or less generic, so that you can fit many character concepts to them. With all the current ones you already have it. As an example, Mercs. You've got your villain hiring more muscles, the ex-general taking some of his boys with him when he defects, the mind controlling alien entity who has captured some meat shields, etc.
I really feel two things: one, they should keep the 'genericness' for future powersets (thugs have that IMO) and two, they should make a set of every origin. Natural is covered with mercs, ninjas and soon thugs, we've got zombies for Magic and robots for Technology.
So, by my reasoning, they should make two extra Magic and Tech ones, and add three more for Mutant and Science.
...giving us the grand total of 15 MM primaries
I know that's kinda impossible, but atleast give us one mutant and one science based one
[ QUOTE ]
[ QUOTE ]
I thought this thread was going to suggest a "Blackadder" powerset, where you get to summon three Baldricks as your first tier power.
[/ QUOTE ]
3x Baldricks at -2 your level
2x Lord Percy Percy's at -1 your level
1x Queenie at your level
I like it
[/ QUOTE ]
lmao
Good ideas, but what about powers? baldrick's cappuccino of doom, where it poisons everyone? Hmmm what else
Mutants would be cool, genetically engineered superhumans gone a bit wrong. these would fit science (as experiments) and Mutant (as fellow mutants you command).
[ QUOTE ]
"Allways remember rule 1"
You dont talk about Fight Club?
[/ QUOTE ]
"Always beware of Smiling Old Bald Wrinkly Man With Brooms"
[ QUOTE ]
"Allways remember rule 1"
You dont talk about Fight Club?
[/ QUOTE ]
See the Book "Thief of Time" by Terry Pratchett... And while you're in that section by the other 20-odd - you'll love 'em (I promise!)
xxx Ethan xxx
Yes, I'm one of those sad folk on twitter!
"Do not underestimate the power of Shiny�" - Mothers_Love
I would also love to see an Epic Kinetic/Physics based Mastermind Archetype/powerset:
ie; an Archetype where you could draw on Parallel Universes to summon evil twins of a Hero from an alternate dimension.
A scrapper battling against 5 or more evil versions of himself would be beyond amazing.(I'm not sure how you would do this in code to draw on the opponents character) but if the evil twins looked identical in appearence and outfit in a battle, it would be really challenging for the hero as the hero would i imagine lose track of who was who on-screen.- Muah ha ha ha