New Power Set for the Mastermind AT "Ex-Cops"
A few things.
-The Chopper power would be overpowered. An extra pet, that powerful, that will stay around for two minutes? Nuh-uh.
-Canines? Even more pets? What are you planning on doing, running around with 235 machines, 2308 pets and 17 dogs?
Honestly, the idea of ex-law enforcement is very cool, but I doubt it will be implemented in this way.
I would prefer animals, granted it might seem like more of a "good" power but i could make it work for an evil MM aswell. Dont have all the powers planned out but the pets would be
1st pet: Wolves, standard melee pet that gets a +5% bonus to acc and dmg for every other pet (or atleast wolf) in range due to its pack nature.
2nd pet: Tigers, a stalker type pet that does AS and such other cool stuff.
3rd pet. Bear ofc! With the add off this pet i would like to add a new type of knockback, the side knock. The bear swings its huge paw and sends the foe slamming into the wall 30 feet to its right.
Me like... Gonna think more on it.
If cops will be fixed should be the classic 1-2-3 pets and not more,maybe one extra pet for 5min when another pet die.Also the classic power up at and 32...the other should be atk or debuffs but not more pets.
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I would prefer animals, granted it might seem like more of a "good" power but i could make it work for an evil MM aswell. Dont have all the powers planned out but the pets would be
1st pet: Wolves, standard melee pet that gets a +5% bonus to acc and dmg for every other pet (or atleast wolf) in range due to its pack nature.
2nd pet: Tigers, a stalker type pet that does AS and such other cool stuff.
3rd pet. Bear ofc! With the add off this pet i would like to add a new type of knockback, the side knock. The bear swings its huge paw and sends the foe slamming into the wall 30 feet to its right.
Me like... Gonna think more on it.
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Love that idea intensely!
Me and my Bro was thinking the similar, but:
1st pet: Tigers
2nd pet: Bears
3rd pet: A HUGE silver back Guerrilla!
And keeping in the wolves, maybe have them like the 'Gang War' power of thugs MM power set?
Definitely pets for next MM pets, not carnies!
Back on topic, it all looks good, the idea of ex-cops is interesting. The Chopper idea is impossible though, besides, what about indoor missions?
Good point there Thorny. *imagines a gigantic helicopter entering a CoT cave mission* owch.
Like the idea and would be very cool - however it seems very similar to thugs/Merc's atm (Excluding the seperate powers such as chopper etc..).
I think if a new class for MM's is to be had it would have to vary massively from the other pets such an animal or elemental based MM.
Love the ideas though and the descriptions would be cool to run a group of sleazy cops around - upgrades could come with aviator shades and fake tashes
Hey there fellow readers!
I dont wish to keep you here all day and I want to play the game so ill be quick.
I am here to share with you all what I think is a great idea for the Mastermind AT on the MMO game City of Villains. A new set of Powers that has not been created yet!
The Mastermind uses pets to do his bidding and his wishes and they are his primary method of taking care of business and the dirty work....
The MM AT has many power sets to choose from. Merc's, Undead, Ninjas, Robots and Thugs. These are all great, however heres a new set of Powers that I came to realise that the MM does not have but could have to make the game more enjoyable!
This is a Power set that would be known as "Ex-Police"
The background of these Pets is simple, they are Ex Cops (police officers with experiance but they went bad or slightly nuts which is better known as "bent copper")
Heres my idea....
Ex-Cops
They are trained killers of the Law but they gave up on Justice and turned corrupt. They were cut off from the force for unknown reasens but they now follow the command of the Mastermind and follow only his Orders. They are slightly resistance to Lethal and Smashing damage. Their training also makes them resistant to Confuse effects.
Power 1: Dual Uzi (A Power for the Mastermind himself to use as an attack)
Description: The MM fires a burst of 3 rounds from his powerful Uzi's. Moderate damage and may cause knockback but slow to recharge (8 seconds)
Power 2: Cops (Tier 1 Pets being the weakest pets of the set. They wear body armour with "Upgrade Equipment" power active on each pet)
Description: Calls 1-3 Cops (depends on lvl) to do your bidding. The Ex-Cops use pistols doing minor damage. The third Cop you gain will be a Technician who uses Unique Gadgets. Ex-Cops use a Pistol and can be upgraded with several other weapons. You can only have 3 of these at any given time and using the Power again will replace lost Ex-Cops that have been lost or dismissed. They do Minor/Moderate damage depending on weapon upgrades.
Power 3: Assault Rifle (second weapon for the MM to utilize as a tactical advantage. Appearance is the same as the Assault Rifle that lvl 26 "Swat" carry)
Description: The MM utilizes a powerful assault Rifle which fires a burst of 3 rounds cuasing moderate damage (DoT) but taking a slow time to Recharge (10 seconds)
Power 4: Equip Cops (your 1st Power Upgrade that can used to improve your Pets with better weaponary)
Description: Equip your henchman with better weapons and training. This Power bestows better Weaponary on your Pets till they are killed or dismissed. The Powers gained are Unique and dependant on the Pet upgraded. One henchman can only be upgraded at a time with this Power and will last untill the pet is killed or dismissed.
Upgrade effect on Cops: They now use better Handguns (these Handguns have laser sighting which grants better accuracy) and the Tech uses a Electric Net that will immobilize hostiles causing minor damage (DoT)
Upgrade Effect on Swat: They will know use Tear Gas Grenades that they throw at a Hostile and effects nearby hostiles (causing a AoE distorient for a few seconds)
Upgrade effect on FBI Agent: He will now use double advanced Handguns with laser sighting doing some extra damage with better accuracy
Power 5: Frag Grenade
Power 6: Call Swat (The Tier 2 pets using better weaponary and a few gadgets for a tactical advantage)
Description: Calls forth 1-2 Swat Cops (depends on your lvl) to do your bidding. Swat Cops are experienced proffessionals and have been trained with advanced weapons and gadgetry. They are also Resistant to Taunt and Placate efffects and also wear body armour that gives better Defense and stronger Resistance to Lethal and Smashing damage. Their weapons is a SMG (automatic machine gun) which does moderate damage (DoT) and takes a slow time to recharge. You can only have 2 of these at once at any given time and using the Power again will replace lost henchman.
Power 7: Call Chopper (A crazy idea but I think it is great! If this wasn't approved by the Dev's or couldn't be done then it should be replaced with something else but I wont comment further on that basis)
Description: The MM calls in a a Ex-Chopper Pilot of the Police to come to his assistance. The Chopper is airborn and will fire powerful Minigun rounds at Hostile targets. The Chopper causes high lethal damage but takes a long time to recharge (14 seconds) before it fires again. The Chopper is a seperete Entity that cannot be given orders and will only last for 2 minutes before it dissapears to refuel (is forced to dismiss). Takes a long time to recharge.
Power 8: Call FBI Agent (Your Tier 3 and last and most powerful pet that uses advanced weapons, gadgets and lethal tactics to throw the fight in your favour)
Description: Calls one vigilant FBI Agent. This henchman is no push over and no longer follows the Law but only your command. His special training and unique knowledge means he uses advanced Handguns and gadgets. He also has resitance fire Fire and Cold damage due to his Training. You can only have one FBI Agent at a time and using the Power again will only replace the henchman when killed.
Power 9: Upgrade Equipment (The last and most poerful upgrade bestowing new weapons, gadgets and resources on your pets making them very dangerous)
Descripton: Upgrade the most advanced weapons, training and gadgetry to one of your Cop henchman at a time. The Powers gained are unique and dependant on the Henchman upgraded. The upgrade lasts till the Henchman is killed or dismissed.
Effect on Cops: Your Cops will now carry light SMG's causing moderate damage (Dot) and your Technician will now use a Shotgun causing moderate damage and taking slightly longer to recharge and in addition your Tech will also use the "Tazer" power to stun your enemies when in melee range and he also carries a Injection that can heal a single target allie but it can be interuptted.
Effect on Swat: They will now carry Grenade Launchers (power) and a Heavy Rifle (power) which can cause moderate fire damage and AoE knockback to hostile targets. They also can call apon 1 Canine (dogs specially trained to sniff out and grapple runners) to attack Hostiles causing minor damage but with a very fast recharge time. Only 1 Canine will be summoned at a time and wont be summoned again unless the Canine is killed. The Canine cannot nbe given orders by your MM and will last only for 1 minute or till the Swat henchman are killed)
Effect on FBI Agent: This is unknown tecnology that the MM was able to utilize and enable his henchman to use. The FBI Agent henchman will now use 2 advanced laser sighted Handguns and a Plasma Auto Rifle that fires super heated rounds of plasma at a Hostile causing high damage (DoT) but it is short ranged and slow to recharge. In addition he also carries a long ranged Rocket Launcher causing high AoE lethal and fire damage to Hostile targets. Last but not least he also carries a Tazer which disorients and causes minor energy damage.
Thats my Idea for new Powers to the Mastermind AT. Crazy but I think it would be fun and im sure others would agree.
P.S. The "Web Grenade" is not a suitable trap power for the "Traps"power set and should be changed to "Projectile Net" since it just fits the role more as a Trap and is more enjoyable than a dorky grenade that spews out a web.
Thanks for Reading!