MZ's Guide to the Modern Mastermind v4.0


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Welcome
Welcome: Introduction
Welcome to Master Zaprobo's Guide to the Modern Mastermind. As one of the most innovative and technically complex new Archetypes to the "City of" franchise, the Mastermind warranted a lot of discussion, close developer interaction and investigation during the beta stages of City of Villains. Even now, in the Live environment some five years on, the AT is hard to get to grips with for new players.

Working through the sections of this will give you an excellent basis to start playing.

Welcome: What's New in v4.0
- APP information
- Slotting information (inc. Alpha Slot)
- Refresh for changes in Mastermind play since last guide update

Welcome: Contents Overview
Core Powers
- Overview
Brief overview of the MM AT and the powers within
- Supremacy
Description of the Mastermind inherent power
- Bodyguard
Description of the Mastermind inherent defense ability
- Henchmen Powers
Information on the different powers of the henchmen

Pool Powers
- Overview
Brief overview on selecting power pools
- Synergystic Travel
Discussion of travel powers and how they can match up to your henchmen
- Leadership Pool
Discussion on how the Leadership pool can assist your henchmen
- Utility Pools
Discussion of other pool powers and how they can help a Mastermind
- Patron Power Pools
Brief overview of the post-40 Patron powers
- Ancillary Power Pools
Overview of the new APP's for Masterminds

Slotting
- Overview
Overview of slotting the Modern Mastermind
- Single/Basic Invention-Origin Enhancement
Impact and strategy for slotting normal enhancements
- Invention Enhancement Sets
Overview of Enhancement sets, and how they relate to Masterminds specifically
- Incarnate Slots and the Modern Mastermind
Overview of Incarnate Slots and how they relate to Masterminds specifically

Play
- Overview
Brief overview of how Masterminds play like ingame
- About Henchmen
Details about how henchmen work in City of Villains
- Henchmen Progressions
Look at what henchmen you can access, their levels, and when
- Inspirations
Discussion on how Inspirations can be used with your henchmen
- Pet Controls
How to control your henchmen
- Macro and Keybind Commands
Specific ingame "slash" commands for controlling henchmen
- MZ's Mastermind Control System
Links to my own Control System for Masterminds


Core Powers
Core Powers: Overview
The Mastermind, in overview, is a Damage-orientated Primary (through their henchmen) with a Support Secondary. Any Mastermind Primary powerset can be loosely defined as follows...

Attack #1
Summon Tier 1
Attack #2
Upgrade #1
Attack #3
Summon Tier 2
Hench Support #1
Summon Tier 3
Upgrade #2

This makes planning very simple in the abstract, as you will know what levels your key powers arrive, and which you can skip. As a quick reference, you should count any henchman related power as indispensable (Summons, Upgrades, Support) which gives you a minimum of six primary powers to take.

The Mastermind Secondaries are support powers (loosely akin to Controller Secondaries, both in function and effectiveness). These allow you to support, and defend your henchmen in battle as well as your teammates. The number of Secondary powers you will want to take will be dependant on the secondary, and your own playstyle. For instance, Forcefields and Traps favour a "hands off" approach, allowing your henchmen to do all the work whereas Dark Miasma and Trick Arrow are a lot more involved.

Core Powers: Supremacy
The lynchpin of the Mastermind Archetype is the Supremacy Inherent Power. This elevates the henchmen from being weak player-driven NPC's, to the pont of being as damaging and as accurate as the Mastermind himself. It also provides (since Issue Seven) the new "Bodyguard" function.

It gives a 25% bonus to Damage and a 10% ToHit bonus for your own henchmans in a 60 foot radius around yourself. This power requires line of sight to your henchmen for it to function correctly. An intelligent Mastermind will, therefore, stick close to the henchmen for this bonus. Please note Lore Incarnate henchmen are not affected by Supremacy.

Powers like Personal Forcefield, Invisibility and Phase Shift (in essence, anything that sets the "Only Affects Self" flag) will disable the bonus as well. In addition, Supremacy-range also gives the Mastermind access to the Bodyguard feature (discussed next).

Core Powers: Bodyguard
This is accessed by setting any henchman to Follow/Stay/Goto and Defensive. When set to Bodyguard mode, the Mastermind and his Henchmen share damage from any attack that the Mastermind takes damage from, after the MM's personal resistances are applied.

Each Henchman takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the Henchmen themselves might incur from Area attacks. The resistance/defence of the henchmen is not applied to this damage and instead goes straight against their hitpoint total.

Example 1: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) a 100 point attack, each Henchman will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).

Example 2: If a Mastermind has 3 Henchmen set to Def/Fol, and he gets hit with (after resistance is factored) an Area Effect attack for 10 points of damage, then each Henchman will take 2 points of damage, and he himself will take 4 points. Henchmen that were also in the Area of Effect will take an additional 10 points each.

Bodyguard will work as long as a Henchman is in Defensive Follow or Defensive Stay/Goto. This means that they will attack back when you or they are attacked. Issuing an order of “Attack my target” will take them out of bodyguard mode, as will issuing any other stance. You can set as many of your Henchmen to bodyguard that you want.

As long as the Henchman is in Defensive Follow/Stay/Goto and within Supremacy range, he is in Bodyguard mode. Status effects will not turn off bodyguard mode. Bodyguard does not function with Lore Incarnate henchmen.

You can find more information on setting Stances and Commands in the "Play: Pet Controls" section of this guide (towards the end).

Core Powers: Henchmen Powers
Independent of the Mastermind themselves, each henchman has a specific set of powers. These can be upgraded twice - once with each upgrade power. These upgrades will stay with the henchman until it is defeated or unsummoned.

Since Issue 13, the henchman upgrade powers have been modified to be Targeted AoE effects so you will only need to use each power once on one hench to upgrade all of them (assuming they are all in the radius of the power). The two powers grant specific abilities, and so for the full range of abilities both upgrades will need to be used on a henchman.

Henchmen are pre-disposed to "Prefer Ranged" or "Prefer Melee" combat. They are balanced (in terms of attacks, damage, effectiveness and defense/resistance) on these terms. As a rough guide Robots/Mercs/Thugs prefer ranged, and Ninjas/Necros/Demons prefer melee.

Special Abilities
There are also three abilities of henchmen that bear further explanation. The first is that all henchmen have the "Super Leap" skill. This is represented by the same buff icon as the Leaping Power "Super Jump", but is not the same power. Super Leap will only be used to reach high-up ledges, gantries, buildings, etc. Your henchmen will not use it to travel.

The second is Enforcer Leadership for the Thugs Primary. The Tier Two Thugs get access to a Leadership Pool power clones (They start with Manoeuvres, get Tactics with the first upgrade and then Assault with the second). Unlike the player Leadership Pool, the Enforcer version will only affect other Thugs - not other players or henchmen types.

The third is the henchman auto-summon. In order that you do not leave your henchmen behind, they will auto-summon to you if you ever get 170 yards precisely away from them. If you are mid-Super Leap, or mid-Flight they will appear next to you and fall. Running, they will appear next to you at each 170 yard interval. The henches do have to be exactly 170 yards or more away so if they are chasing after you and are 169 yards from you when you stop, they will have to run the entire distance to you.

Henchman resistance and defense scales with level, to a high point over what 2 Single-Origin enhancements would grant (henchman summons can not be slotted for additional Resistance or Defense). Right-clicking on their Resistance/Defense icon (next to the Pet Control window) and choosing "Info" will also tell you what their base abilities are. Subsequent upgrade icons can also be right-clicked on and "Info" chosen to find out what the newly granted abilities are.


Pool Powers
Pool Powers: Overview
This section will deal with Pool Powers and how they specifically related for use by a Mastermind, as some are more useful than others, and affect henchman pets differently than they do other players.

Pool Powers: Synergystic Travel
For a Mastermind, Super Jump and Super Speed will leave behind your henches if you have to travel with them. This means that overall you will need to be stopping every 170 yards (the distance at which henchmen with auto-resummon next to you) to ensure your bodyguards are with you. Taking the other two Group Travel Powers into account...

Group Teleport
Group Teleport has a reduced range compared to Teleport itself but this is liable to be livable with decent slotting. It also has an effect in PvP of disorientating your foes, as they can't be wholly sure which direction you went. Also, to be able to move your entire entourage while immobilised is a Good Thing (tm). On the downside, your henches will not have any power to keep airborne if you are TPing through the air, so lag will be your enemy, as will Endurance Maintenance.

Group Fly
Group Fly will again enable you to move your entire group (read: henches and you) around easily enough and will allow for interesting "Drop Zone" tactics (switch to Hover/Fly, and you have paratroopers, without the parachutes!). You should be able to travel near the skybox limit, and be able to be fairly safe. Endurance drain won't be as extreme as Group Teleport and it is more functional "out of the box". On the downside, there are a good many -Fly powers and no -Teleport powers (aside from the obvious holds, etc.). In addition, your henchmen will travel slower than yourself (this can be worked around by setting one henchman on auto-follow, and issuing "goto" commands to the henchman - see Play: Pet Controls later on in the guide).

In the end, if going for group travel you will probably opt for Group Fly, as it is nominally the "safer" of the two for pure navigation.

Pool Powers: Leadership Pool
The Leadership powers (Manoeuvres, Tactics and Assault) are all usable with your henchmen, and are an excellent choice for adding additional defence (2.25% base), accuracy (7.5% base) and damage (11.25% unenhancable). Not only will these add these three, Tactics also adds Perception (resists stealth abilities) and Assault gives resistance to Taunt & Placate powers. All will be blocked as per Supremacy if abilities like Invisibility and Personal Forcefield are used or out of line of sight.

In terms of slotting with enhancements, the damage bonus of Assault can not currently be increased and hence will require less slotting than Tactics (which can be slotted for ToHit), Manoeuvres (which can be slotted for Defence) or Vengeance (which can be slotted for Healing, Defence and ToHit) though all may want to be slotted for Endurance Cost.

Vengeance (the final power in the Leadership Pool) can not be used on fallen henchmen. However, it can be used on fallen teammates to provide a bonus for your henchmen. It is a PBAoE power that is centred on the fallen teammate, and hence to get a full effect you would need to order your henchmen to stand on top of the corpse.

Pool Powers: Utility Pools
Taking other power pools are less necessary for a Mastermind, than it is for any other archetype in the "City Of" series. We seldom use our own attacks for damage, and hence our endurance is never severely taxed except where we are doing an initial summon and upgrade of our henches, or we are using our secondaries heavily.

The following is a brief overview of certain common power pools, and how useful they can be for a Mastermind.

Inherent Fitness
Previously optional in City of Heroes and many players still took this pool to acquire "Stamina", this is now an inherent pool. Most builds will place one or two slots into Stamina (especially when using multiple toggles) and often use Health as a “mule” for placing unique IO's like Numina's Convalescence Regen/Recovery.

Presence
Once not really considered for Masterminds, but with Bodyguard (see “Core Powers: Bodyguard”) the prevalence of “Tankermind” builds are on the rise. Using a combination of Bodyguard, Provoke and an AoE Heal (like from Dark Miasma, Thermal Radiation or Pain Domination), a Mastermind can serve as an effective Tank.

Concealment
Grant Invisibility will work on your henches, and as such a Stealth/Grant Invis combo from this pool will prove popular for PvP players, enabling you and your entourage to move into position before launching a devastating attack. Phase Shift is also, when timed correctly, a useful "panic button" response for when your henchmen are soon to be wiped out.

Teleport
While covered in Synergystic Travel Powers, it bears mentioning that Recall Friend is an excellent power to take as well. This enables you to further micromanage your henchmen, and in the case of secondaries like Dark Miasma allow you to stealth to a mission objective and port in your teammates (when you do so, ensure your henches are either invisible and on Passive or they are not yet summoned).

Medicine
The Medicine Pool can be very useful to a Mastermind, allowing for an additional heal (Aid Other) as early as L6. Also, adding the possibility of Status Protection through Stimulant at the same level. This is especially useful for those Masterminds with secondaries that offer little in the way of Status Protection or Healing natively (e.g. Trick Arrow [no heal or status protection], Forcefields [no heal]). It also opens up the possibility of a self-targetted heal for the Masterminds (which only the Necromancy Primary has through Life Drain).

Pool Powers: Patron Pools
Patron Pools are special power pools that can only be accessed after a special series of missions performed for one of Recluses lieutenants. This choice of story arc is available from L40, from Arbiter Rein outside of Lord Recluse's Tower in Grandville. You will have an option of Black Scorpion, Ghost Widow, Captain Mako or Scirocco and must be Villain-aligned to do the arc. Each Patron originally gave access to a different themed pool of powers, but the one story arc will now unlock all the Patron Pools as of Issue 13.

The powers can be summarised as follows...

Ghost Widow: Soul Mastery
Night Fall: Ranged Cone Attack (Neg)
Dark Embrace: Self Shield (+Res Lethal/Smashing (20.62), +Res Negative Energy/Toxic (11.25))
Soul Tentacles: Ranged Cone Immobilise (also causes Neg DoT)
Oppressive Gloom: PBAoE Foe Disorient (also causes Self -HP)
Soul Storm: Ranged single-target Hold (also causes Neg DoT)

Black Scorpion: Mace Mastery
Web Envelope: Ranged AoE Immobilise (also causes -Recharge, -Fly, -Jump)
Scorpion Shield: Self Shield (+Def Lethal/Smashing (11.25), +Def Energy (7.25), +Res Toxic (13.12))
Mace Beam Volley: Ranged Cone Damage (Smash/Energy, also causes Knockback (30% chance))
Power Boost: Secondary effect power boost (Disorient, Hold, Immob, Heal, Def Buff, End Drain, KB)
Web Cocoon: Ranged single-target Hold (also causes -Fly, -Spd, -Recharge, -Jump)

Captain Mako: Leviathan Mastery
School of Sharks: Ranged AoE Immob (also causes Neg DoT)
Chum Spray: Ranged AoE (Toxic DoT)
Shark Skin: Self Shield (+Res Lethal/Smashing/Cold (20.62))
Knockout Blow: Melee Damage (also Foe Hold)
Spirit Shark Jaws: Ranged single-target Hold (Lethal DoT, also causes -Fly)

Scirocco: Mu Mastery
Static Discharge: Ranged AoE Damage (Energy, also causes -End, Self +End (chance))
Charged Armor: Self Shield (+Res Smashing/Lethal/Energy (20.62))
Electrifying Fences: Ranged AoE Immob (also causes Energy DoT and -End)
Thunder Strike: Melee AoE Damage (Smashing/Energy, also causes Disorient, KB)
Electric Shackles: Ranged single-target Hold (Energy DoT, also causes -End, Self +End (chance))

These powers will be accessible at levels 41, 44, 47 and 49 (so you can not have all five from one Pool). They follow the standard rule of pool powers in that you need to have one of the first two to access the second two, and two of the first four to access the fifth. You will not be able to pick powers from both the Patron and Ancillary Pools, or any other Patron Pool – you are locked into whichever Patron Pool you select (though this can be different on each of your 2/3 builds)

Pool Powers: Ancillary Pools
As of Issue 18, the Ancillary Pools that were previously only available to Hero Archetypes were ported over to Villain Archetypes. This means that Masterminds now get access to the following pools...

Chill Mastery
Ice Blast (Ranged, Moderate DMG(Cold/Smash), Foe -Recharge, -SPD)
Flash Freeze (Ranged (Targeted AoE), Minor DMG(Cold/ Lethal), Foe Sleep)
Hoarfrost (Self Heal, +Max Health, +Res(Toxic))
Frozen Armor (Self: +Defense(Smash, Lethal), +Res(Cold))
Hibernate (Toggle: Self +Recovery, +Regen, Invulnerable)

Charge Mastery
Static Discharge (Ranged (Cone), Moderate DMG(Energy), Foe -End)
Electric Shackles (Ranged, Minor Damage(Energy), Foe: Hold, -Endurance)
Thunder Strike (Melee(Area of Effect), High Damage(Smashing/Energy), Foe Disorient, Knockback)
Surge of Power (Self +Res(All DMG but Psionics), +Recovery)
EM Pulse (PBAoE, Foe Disorient, -End, -Regen, Special vs. Robots, Self -Recovery)

Heat Mastery
Bonfire (Ranged (Location AoE), Minor DMG(Fire), Foe Knockback)
Fire Blast (Ranged, Moderate DMG(Fire))
Fire Ball (Ranged (Targeted AoE), Moderate DMG(Fire/Smash))
Char (Ranged, Minor DoT(Fire), Foe Hold)
Rise of the Phoenix (PBAoE, Extreme DoT(Fire), Foe Disorient, Knockback, Self Rez)

Field Mastery
Temp Invulnerability (Toggle: Self +Res(Smash, Lethal))
Power Blast (Ranged, Moderate DMG(Energy/Smash), Foe Knockback)
Energy Torrent (Close (Cone), Moderate DMG(Energy/Smash), Foe Knockback)
Explosive Blast (Ranged (Targeted AoE), Moderate DMG(Energy/Smash), Foe Knockback)
Force of Nature (Self +Res(All DMG but Psionics), +Recovery)

These powers will be accessible at levels 41, 44, 47 and 49 (so you can not have all five from one Pool). They follow the standard rule of pool powers in that you need to have one of the first two to access the second two, and two of the first four to access the fifth. You will not be able to pick powers from both the Patron and Ancillary Pools, or any other Ancillary Pool – you are locked into whichever Ancillary Pool you select (though this can be different on each of your 2/3 builds)


Slotting
Slotting: Overview
When City of Villains first released (at the same time as Issue 6 for City of Heroes), there was only two ways to slot a character – either with purchased Enhancements (Training/Dual-Origin/Single-Origin) or special Reward Enhancements (Hamidon Origins). This changed in Issue 9, when Invention-Origin Enhancements were released – these are now the primary choice for most players (though Single-Origins are still relatively effective, as the game is still primarily balanced for this).

Slotting: Single/Basic Invention-Origin Enhancement
Unless you have a vast fund of infamy on an alternative character, then most new Masterminds will primarily start out with this style of slotting – a single enhancement makes a single change to a power.

The primary purpose of Mastermind henchmen is to cause damage for you and your team. For the most part, this doesn't change until the Tier Two, or later upgrade levels. It also varies somewhat between sets - for instance, the Lich (from Necromancy) is commonly slotted with a Hold duration or two, and Protector Bots with Endurance Reduction or Disorient Duration (for their heavy endurance use and the secondary effect of Photon Grenade & Seeker Drones post-L32 Upgrade). There are some general tips, however.

Endurance Reduction
Slotting for endurance will reduce the amount needed for the Mastermind to perform the summon, as well as the cost for the henchman to use it's own powers. It is often best to wait until you see your henchman using a vast quantity of endurance before you consider this slotting.

Healing
This is a popular slotting for Protector Bots and Soldiers (post-Medic). These will enhance the amount healing done by the henchman accordingly. It will not affect the HP regeneration of the summoned henchman.

Accuracy
The T1 henches are often triple slotted for accuracy to make up for their reduction in levels post-L18. Likewise T2 henches are often double-slotted. This can be offset by using Tactics from the Leadership pool which should allow you to drop a single Accuracy enhancement (See "Pool Powers: Leadership Pool").

Recharge
Unlike other pets in City of Heroes, Mastermind henchmen can not be slotted for recharge. Where it has been possible before, this only affected the recharge of the summoning power itself (and not the henches attacks – hence why the ability to slot for this was removed, to reduce confusion).

Slotting: Invention Enhancement Sets
When slotting a Mastermind with Invention Sets, the key sets you will be focussing on are the Pet Damage Sets. Some henchmen will also take other sets, should you require to boost some ancillary purpose of your henches.

However, there are two issues to be aware of with Set Slotting into Henchmen Summons. The first is that the type of set slotted denotes the type of powers that the enhancement set will be applied to. For example, a Pet Damage Set will not be applied to the Protector Bot's Repair power or the Ember Demon's Abyssal Mending (this includes the Endurance Reduction portion of a set). Affected henchman powers can be checked for on City of Data (click on the henches power, and check the enhancement icons, top right)

The second is that set bonuses, unless explicitly stated have zero effect on your henchmen. This makes set bonuses like +Damage of limited utility to Masterminds, who use very few personal attacks and should be beared in mind when picking sets.

There are a few unique Enhancements of note as well, as follows...

Edict of the Master: Defence Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.

Sovereign Right: Resistance Bonus
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.

Soulbound Allegiance: Chance for Buildup
With every attack the slotted henchman makes, they will have a 17% chance to be affected by a Damage (64%) and ToHit (32%) boost that will last for 5 seconds. This affects only the slotted henchman and only procs on that henchman's attacks.

Three of the Mastermind primaries are also able to slot the Recharge Intensive Pet Sets (Demons via Hell on Earth, Necromancy via Soul Extraction and Thugs via Gang War) plus any with the Storm Summoning secondary via Tornado. These sets also have two aura Enhancements …

Call to Arms: Defence Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 5% defence to all damage. The slotted henchman/pet does not need to even be active for this to function.

Expedient Reinforcement: Resist Bonus Aura
This enhancement grants an invisible aura around the Mastermind (like Supremacy, but shorter radius) that grants all henchmen/pets 10% resistance to all damage. The slotted henchman/pet does not need to even be active for this to function.

If you can slot all these uniques into your build, your henchmen will be at 10% defence and 20% resistance to all damage, even before any additional buffs or their own defences. This can lead to more survivable henches in tougher fights.

Slotting: Incarnate Slots and the Modern Mastermind
Incarnate Slots can only be unlocked at level 50. Alpha can either be unlocked after performing a special mission arc for Mender Ramiel in Ouroboros or any slot can be unlocked by earning Incarnate XP in the Incarnate Trials (currently Lambda and BAF).

There are (a proposed) ten Incarnate Slots, and currently five of these are available - Alpha, Judgement, Interface, Destiny and Lore. This guide will cover Alpha and Interface, plus briefly touch on Destiny and Lore. Judgement (as an AoE attack power) has no Mastermind-specific features.

Please note that all Incarnate powers can be right-clicked on on the Incarnate panel (/toggle Incarnate) for more detailed information in advance of crafting/unlocking the ability.

Alpha Slotting
The first of the Incarnate Slots, the Alpha slot provides a global enhancement bonus, once the ability is crafted and slotted.

Currently, you have a choice of four paths – Musculature (Damage), Nerve (Accuracy), Spiritual (Recharge) and Cardiac (Endurance). Each path also has a number of secondary enhancements as well.

As a global enhancement, it will affect all powers a Mastermind has (including henchmen summons) so long as the power in question would accept the enhancement in a more traditional manner. It does not grant additional abilities to powers (e.g. a Nerve Radial Boost will not grant 20% Defence to all henchmen, merely boost pre-existing slottable defence powers (like those in Protector Bots and Enforcers) by this value).

To better outline this, consider the following examples...

Example 1: Musculature Boost
This Alpha Slot Boost will increase damage. This will uniformly affect all henchmen as all henchmen can be slotted for damage. It would not, however, affect a power like Dark Servant (from the Dark Miasma secondary) as it can not be traditionally slotted for Damage.

Example 2: Musculature Core Boost
This Alpha Slot Boost will increase damage and immobilization duration. This would provide the damage boost to all henchmen, however only henchmen like the Lich (Necromancy) and the Oni (Ninjas) would be able to take advantage of the immobilization duration, as they can slot this type of enhancement normally.

Example 3: Cardiac Radial Boost
This Alpha Slot Boost will reduce endurance use and increase resistance. This would provide the endurance reduction to all henchmen (as all can be slotted for endurance reduction) but would not provide any increase to any innate resistances that henchmen have. It would, however, boost the resistance granted by the Ember Shield power used by the Ember Demon (Demon Summoning).

Interface Slotting
The Interface slot is unlocked by Physical Incarnate XP, which can either be earned in the Lambda Sector Incarnate Trial or the Incarnate Threads component can be converted into this XP type (assuming Alpha is already unlocked).

Once crafted and slotted, this slot will provide a proc effect (proc meaning "chance to occur") on all your attacks. This also includes all the attacks made by your henchmen and pets that cause damage (this includes secondary pets, and pets from the Lore Incarnate abilities).

As you have multiple simultaneous sources for this debuff proc, often including multiple AoEs, even low chances results in frequent occurrances for a Mastermind.

Currently, you have a choice of four paths – Diamagnetic (-ToHit), Gravitic (-Recharge), Paralytic (-Defense) and Reactive (-Resistance). Each path also has a number of secondary debuffs as well (plus in some cases increasing the chance for the debuff to proc).

Lore Slotting
The Lore slot is unlocked by Psychic Incarnate XP, which can either be earned in the BAF (Behavioural Adjustment Facility) Incarnate Trial or the Incarnate Threads component can be converted into this XP type.

Once crafted and slotted, this slot will provide 1-2 fully controllable henchmen, much like your existing Mastermind henchmen. You will be able to rename them, issue /petsay commands (although emotes do not function for them), pass them inspirations, etc. same as you can do with any other henchman (though this is not the case for all AT's).

Please note that the Mastermind inherent Supremacy and Bodyguard Mode (see "Core Powers: Bodyguard") does not affect Lore henchmen, although any slotted Alpha and Interface Incarnate abilities will (excluding recharge reduction). These henchmen are summoned at -1 to your level, regardless of number of them and will be level shifted according to your Incarnate slotting.

Currently, you have a choice of four paths – Clockwork (Praetorian Clockwork), IDF (Praetorian Troops), Seers (Preatorian Psychics) and Warworks (Praetorian Robots). As the abilities increase in rarity, the power will be summoning two henchmen at once.

Destiny Slotting
The Destiny slot is unlocked by Physical Incarnate XP, which can either be earned in the Lambda Sector Incarnate Trial or the Incarnate Threads component can be converted into this XP type.

Once crafted and slotted, this slot will provide an AoE buff effect for yourself, your team and any henchmen/pets in its radius. These use a diminishing over time mechanic - providing the greatest boost initially, but then decrease as time elapses.

Currently, you have a choice of four paths – Ageless (+Endurance and +Recharge Rdx), Barrier (+Defense and +Resistance), Clarion (+Status Protect) and Rebirth (+Heal). As you increase in rarity, these abilities will have either additional effects and/or duration.


Play
Play: Overview
The Mastermind plays like they have their own "Team in a Pocket". While a Mastermind does get three Primary attacks, these are inefficient when compared to the power of their henchmen.

Using henchmen requires a certain degree of micromanagement, and is almost like a Real-time Strategy minigame with City of Villains. An effective Mastermind is one that pays close attention to the Health, Stamina and Deployment of their charges, and assists them closely using their Primary and Secondary powers.

Play: About Henchmen
Henchmen are considered by mobs in "City of" to be of a higher threat than you (as the Mastermind) and hence will attack them first if you and your henches in range and your Mastermind is taking no aggressive action. This is not a true "Taunt" effect but often emulates it, as an attack from your henchmen can draw aggro away from you (this does, of course, render it useless for PvP). The only time where this will not be true is for ambush and mission ambush spawns (commonly found in the bank robbery missions). These are specifically targeted at your Mastermind, and will (for the most part) ignore your henches.

Henchmen can travel with you across a single zone, or an entire mission map. They can cross boundaries or enter/exit mission maps with you – however, they will only retain the henchman upgrade powers when they do zone, and lose any other buffs (like the Protector Bot Force Shield).

Play: Henchmen Progression
As you level up in City of Villains you gain access to more summon powers and more henchmen. Your first tier summon will (at L18 and above) provide three henchmen. Your tier two summon will provide two henchmen (at L24 and above). However, the more henchmen you have, the lower their level will be relative to your own. Two henchmen from the same tier will be summoned at your level, minus one. Three henchmen from the same tier will be summoned at minus two.

The following table maps your potential henchmen numbers as you progress (assuming you take summons as soon as they are available).

Primary Henchmen (All Primaries)
LVL 1 : 1 Tier One Hench
LVL 6 : 2 Tier One Henches*
LVL 12 : 1 Tier Two Hench, 2 Tier One Henches*
LVL 18 : 1 Tier Two Hench, 3 Tier One Henches**
LVL 24 : 2 Tier Two Henches*, 3 Tier One Henches**
LVL 26 : 1 Tier Three Hench, 2 Tier Two Henches*, 3 Tier One Henches**

*Summoned at -1 to your level (White Con)
**Summoned at -2 to your level (Blue Con)

Powerset Specific Pets
LVL 10 : Acid Mortar (Traps Only)
LVL 16 : Force Field Generator (Traps Only)
LVL 18 : Ghost (Necromancy Only), Posse (Thugs Only), Living Hellfire (Demons Only)
LVL 28 : Seeker Drones (Traps Only)
LVL 32 : Seeker Drones (Robotics Only, Summoned by Protector Bots)
LVL 35 : Tornado (Storm Summoning Only)
LVL 38 : Dark Servant (Dark Miasma Only)

Play: Inspirations
Not only is a Mastermind able to use inspirations themselves, they are also able to "inspire" their henchmen with every inspiration type but the Resurrection types (Awaken, etc.). This can be critical to break a hold on a henchman, improve their damage or defense and even to heal them.

You can simply drop the inspiration on your henchmen, or on their listing in the "Pet Controls" window (assuming they are in range). This feature can also be placed in a bind or a macro (see “Play: Macro and Keybind Commands”)

Play: Pet Controls
When you first summon a Mastermind Henchman, you will be presented with the "Pet Controls" window. These default to a "Simple" mode where you will be able to command your henchmen using three preset "macros". These are Attack, Follow and Heel. Versions of these that will command all your henchman should already be present in your powers quickbar.

Henchmen have different stances:

* Aggressive: Attack anything hostile that comes within detection range, buff anything friendly in detection range (note that a henchmans detection range is often smaller than its attack range).
* Defensive: Attack anything that attacks me or my master, buff anything friendly in detection range.
* Passive: Don't attack or buff anything.

They can also be given different commands:

* Attack my Target: Attacks the thing you currently have targeted.
* Goto: Goto a spot designated by the player.
* Follow Me: Follow the player around.
* Stay: Stand still in this area, do not follow. (Stay is basically a "Goto the spot you are currently on")
* Dismiss: Destroys the henchman.

These can be used in combination. So "Aggressive/Follow Me" means "Follow me around, attacking anything that we get close enough to". Or "Passive/Attack My Target" means "Go attack this specific guy, and when you are done, don't attack anyone else."

The preset "Attack" actually commands your henchman to aggressive stance and to attack your target. "Follow" will be familiar to City of Heroes Pet Controllers (as this is their pets default mode) as it sets your henchman to aggressive stance and to follow you. "Heel" sets the henchman to passive mode and to follow you.

You can set the pet controls to two other modes - to command individual henchman, and to switch to Advanced Mode.

In individual henchman mode, you will be able to command any of your henchmen individually with either the Basic or Advanced controls. You can, of course, drag and drop these indiviual commands to your powers quickbar (enabling you to command specific henchman, or groups of henchmen).

In advanced controls mode, you will be able to pick any individual stance, and any individual command, rather than being "stuck" with the fixed preset macros. However, if you are wishing to have this level of control, I would severely recommend using macros or keybinds to do so.

Play: Macro and Keybind Commands
All henchman commands can also be issued from the chat box, as well as a two sets of extra ones, in the form of "slash" commands. This makes the creation of macros and binds extremely simple.

The slash commands (and syntax) for the first set are as follows:

/petcom {stance} {command} <<Requires a targetted henchman>>
/petcom_name {henchname} {stance} {command}
/petcom_pow {summon power} {stance} {command}
/petcom_all {stance} {command}

Each of the "petcom" commands can be followed by a stance (Defensive, Aggressive or Passive), a command (Goto, Follow, Stay, Attack or Dismiss) or one of each.

Examples
/petcom passive (tell current pet to be passive)
/petcom_name "zombie 2" dismiss (tell "zombie 2" to leave)
/petcom_pow Protector attack aggressive (tell all pets created by the "Protector Bots" summon to attack your target and be aggressive)
/petcom_all goto defensive (tell all pets to goto a spot and be defensive)

Please note that all of the words after the command, the game will search for a best match, so you don't have to type in the full words:

/bind mbutton petcom_name 2 att def

That would bind a command to the middle mouse button to make all pets with a name containing the number "2", to attack and be defensive. This could be a henchman named "2pac", "R1-D2" or even "Time 2 Die". This is useful in creating sets of henchmen across summon types.

The next set of ancillary commands allow the Mastermind to issue a command to pass an inspiration to a specified henchman (either by name, or by target) and to target a henchman. The commands are as follows...

/inspexec_pet_name {petname} {inspiration}
/inspexec_pet_target {inspiration}
/pet_select {number in the pet list}
/pet_select_name {petname}

The last set of commands are social in nature, and allow a Mastermind to have a Henchman speak or perform an emote. The commands are as follows...

/petsay <{command}> {message} <<Requires a targetted henchman>>
/petsay_pow {summon power} <{command}>{message}
/petsay_name {henchname} <{command}>{message}
/petsay_all <{command}>{message}

The "petsay" commands work the same way, but will allow you to have your pet say something or execute a command. The most common command is to have them /emote which can be seen in the following example:

/petsay_all <em praise>Pohsyb is the Greatist!

That will make your henchmen bow and worship "Pohsyb". Any henchman speech will appear in the "Pet" channel (light blue), which acts the same as the local channel does for players (it is not zone or server-wide). Pet Chat will have a prefix of your character name (in brackets) and then the henchmans name.

Play: MZ's Mastermind Control System v3.0
As you can see from “Play: Macro and Keybind Commands”, there are a lot of different commands and ways to utilise them. In order to simplify this, some players have created groups of macros or keybinds that any player can download/apply to their install.

My personal set can be found at: http://zap-robo.net/coh/mmbinds/mz_controlsystem3.rar

Details on how to install and use the files can be found in the !Readme.txt file, inside the RAR archive.

Alternatively, you can download the Mastermind set you require, as follows...

Demon Summoning: http://zap-robo.net/coh/mmbinds/demonbinds.rar
Mercenaries: http://zap-robo.net/coh/mmbinds/mercbinds.zip
Necromancy: http://zap-robo.net/coh/mmbinds/necrobinds.zip
Ninjas: http://zap-robo.net/coh/mmbinds/ninjabinds.zip
Robotics: http://zap-robo.net/coh/mmbinds/roboticsbinds.zip
Thugs: http://zap-robo.net/coh/mmbinds/thugsbinds.zip


 

Posted

[Reserved for use later, maybe]


 

Posted

It is a good guide, and I wish I had found it when I made my first MM back around issue 3.
Off hand, it seems accurate enough (as there have been few real changes to the MM archetype) with once big exception:
As of I16, your henchmen now zone with you. This is fantastic news, meaning that you can prep, get your end back, and then go through the 'hot door'. Of course, it is minorly bugged where occasionally you go through and you lose control of your pets... but if you have the patience to zone a few more time they will eventually become yours again

But hey! At least most of the time your well prepared!


 

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Quote:
Originally Posted by gronga View Post
It is a good guide, and I wish I had found it when I made my first MM back around issue 3.
Off hand, it seems accurate enough (as there have been few real changes to the MM archetype) with once big exception:
As of I16, your henchmen now zone with you. This is fantastic news, meaning that you can prep, get your end back, and then go through the 'hot door'. Of course, it is minorly bugged where occasionally you go through and you lose control of your pets... but if you have the patience to zone a few more time they will eventually become yours again

But hey! At least most of the time your well prepared!
How did you manage to make a MM 3 issues before they were released. HAX!!

I suspect the "losing control of pets" thing might be related to Map Server clock times, the same sort of thing which causes toggle drops, but I haven't tested my theory at all


 

Posted

My hero! Or... you know, villain...

I had no idea the Bodyguard feature existed - now suddenly I'm able to bump up my challenge level and remain standing while a purple boss ignores my pets and focuses solely on me. Wow - thank you!

Now I'll have to make sure I read the info on every AT's inherent powers...


I'm new-ish. Again.
@Kahzi. Pinnacle, mostly.

Quote:
Originally Posted by Fulmens View Post
The plural of anecdote is not data.

 

Posted

Quote:
Originally Posted by Carnifax View Post
How did you manage to make a MM 3 issues before they were released. HAX!!

I suspect the "losing control of pets" thing might be related to Map Server clock times, the same sort of thing which causes toggle drops, but I haven't tested my theory at all
3 or 5 or.. I don't remember. The drugs from Mercy make everything a bit foggy past 24 hours or so


 

Posted

Quote:
Originally Posted by gronga View Post
3 or 5 or.. I don't remember. The drugs from Mercy make everything a bit foggy past 24 hours or so
6. 5 was Croatoa + Archery & Sonic sets, IIRC; 6 was pretty much Villains itself (assuming you had a CoV serial, before the two were consolidated into one product), along with bringing zone PvP, bases, and whatnot to Heroes.

Of course, I could be wrong. I probably am, too.


 

Posted

Quote:
Originally Posted by Alkaiser View Post
6. 5 was Croatoa + Archery & Sonic sets, IIRC; 6 was pretty much Villains itself (assuming you had a CoV serial, before the two were consolidated into one product), along with bringing zone PvP, bases, and whatnot to Heroes.

Of course, I could be wrong. I probably am, too.
Paragonwiki is your friend when it comes to such things.

Yes, I5 was Croatoa, Sonics, Trick Arrow and Archery.

I6 was 'Along came a spider' and effectively CoV, with a couple of bits for CoH.

I7 was CoV part 2, more or less, with the 40-50 content for villains and an absolute bucketload of bugs thrown in for free. This is when Bodyguard mode arrived, too late in my case as I'd already got my MM playstyle sorted and have never felt the need to bother with it.


Warning:

The above post may contain Cynicism, sarcasm and/or pessimism. If you object to the quantities contained, then tough.

 

Posted

It's lain fallow for a little bit, but I'd like everyone to cast their eyes over the new content and give me their thoughts - I have spurced up the guide to make it (almost) Issue 19 compliant. In essence, I still have the Alpha Boost section to write but everything else should now be "up to code".

Please let me know of any glaring omissions, or problems! Feedback is, of course, welcomed!

Edit: Please ignore the lack of formatting for now - this will be sorted in a later revision!


 

Posted

Quote:
Originally Posted by Scene_EU View Post
1 slight mistake though... Dark Servant cannot be slotted with Recharge Intensive Pet Sets.
How bizarre - I would have thought you could. Fixed, anyhow


 

Posted

A few minor updates have now been made (Bodyguard, Invention Sets) and also the complete Alpha Slot section has been written! Let me know of any errors, or issues people can see.

Feedback is always welcome.


 

Posted

Quote:
Teleport
While covered in Synergystic Travel Powers, it bears mentioning that Recall Friend is an excellent power to take as well. This enables you to further micromanage your henchmen, but more importantly to */Traps Masterminds, it allows you to reposition some of your secondary pets like Acid Mortar.
This doesn't work. I know it used to, but you can no longer mover /Traps pseudo-pets with Recall Friend.


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
This doesn't work. I know it used to, but you can no longer mover /Traps pseudo-pets with Recall Friend.
Thanks for the catch! Not levelled a */Traps character since CoV beta so wasn't aware of the change. Have updated the guide accordingly!


 

Posted

On behalf of all MMs, I would personally like to thank you. Your guide provided some much needed insight into the intricacies of one of the best archetypes in COH/COV!! I just moved mine over to the blue side, and I am enjoying it more than ever!!! I just thought you should receive mad props for your amazing guide! Thanks again. Take care and keep fighting the good (er, bad) fight!!!


 

Posted

Your guild helped me change my build to include the two five percent and two ten percent defense/resist IOs, but I'm still a bit confused about the preset commands and Bodyguard Mode.

You stated the three preset commands (Attack, Follow and Heel) put your pet in agressive, agressive and passive modes respectively. So there's no preset that puts your pet in Defensive/Bodyguard mode? I had been playing Follow like that was the defensive/bodyguard preset. First, it's crazy that they wouldn't give us one.

Second, how do I make a snazzy button like the ones in my powers bar for Attack, Follow and Heel, but for Defensive/Follow (I'll call it Defend for this example). That way I could press the colorful Defend button in my power tray and all my pets would enter defensive/follow me/Bodyguard mode.


 

Posted

Quote:
Originally Posted by Jericho View Post
You stated the three preset commands (Attack, Follow and Heel) put your pet in agressive, agressive and passive modes respectively. So there's no preset that puts your pet in Defensive/Bodyguard mode? I had been playing Follow like that was the defensive/bodyguard preset. First, it's crazy that they wouldn't give us one.
Correct, these predefined macros were created by the devs prior to Bodyguard existing (wasn't a feature of Masterminds at their initial release).

Quote:
Originally Posted by Jericho View Post
Second, how do I make a snazzy button like the ones in my powers bar for Attack, Follow and Heel, but for Defensive/Follow (I'll call it Defend for this example). That way I could press the colorful Defend button in my power tray and all my pets would enter defensive/follow me/Bodyguard mode.
Two ways. Either right-click on an existing macro and choose edit (and replace the aggressive for defensive) or drag and drop a Defensive button from the pet window, then edit it to add the Follow command.


 

Posted

Quote:
Originally Posted by Master Zaprobo View Post
Core Powers: Henchmen Powers
These upgrades will stay with the henchman until it is defeated, unsummoned or you zone (zoning meaning leaving an island zone, exiting or entering a mission).
Assuming you are talking about the level 6 and 32 upgrades, then this is not the case anymore with zoning.



love the guide


 

Posted

Quote:
Originally Posted by Dugbo View Post
Assuming you are talking about the level 6 and 32 upgrades, then this is not the case anymore with zoning.
Ah, missed this section in my previous update passes. Thanks for the catch, and I've updated accordingly.

Quote:
Originally Posted by Dugbo View Post
love the guide
And thanks for the compliment! I'm just glad it helps people out.


 

Posted

Zaprobo,

Thanks for the post and the personal keybinds. I downloaded them this morning and will test them this late this morning or this afternoon. Also, I really appreciate you work. The alpha boosts and slotting sections I've reviewed regularly for the last week in preparation for this week. My only regret is that I can't see you in action. I moved to Union and I sort of wished I had stayed on Defiant now. Thanks again


 

Posted

Welcome to the USA :-) I'm in Columbia, MD


 

Posted

Thank you for your help with my question above. I am really starting to enjoy my Demon/Storm MM, even though he's not very high level yet. Your guide (and your icon!) are both wonderful.

Do you take any of the Demon whip powers? I figured the -res made them useful and planned to have both the long range one (Corruption) and the aoe one (Crack Whip). But am open to suggestions.

I also thought taking teleport foe might be fun, but it leaves me no room for (and I doubt I have endurance for anyway) the Tactics power. But at the same time, after having fought a Night Widow on another toon, I would love to boost my perception. I have seen an IO for it but its in a +hit set, and I can't find any powers in Demon/Storm that could fit that. Are there any other perception IOs? I've planned on taking Leviathan for the AOE immobilize that I thought could synergize with Tornado, so no +hit there either.

I was also thinking of starting a second MM, a Robots/Dark (like Dr. Doom)
but I read somewhere that Robotics is messed up? That instead of all their normal attacks they just rush in and melee? Is this true or have the developers fixed it? Are robots enjoyable now or broken? Would a Demon/ Dark be better right now?

Thank you for all your help,
Rich


 

Posted

I have now updated the guide with the new Incarnate abilities launched with issue 20. Enjoy!


 

Posted

Updated and made some clarifications to the Interface and Lore Incarnate abilities as they relate to Masterminds (e.g. Supremacy not affecting Lore pets, and only damaging attacks proc'ing Interface).