Glorious "Master"mind Race
I roll other classes just to delete them.
I have 2 account and leave my MM afk and use the other one to fight him and I can't scratch my MM.
MM can't be bet.
edit: I love how obvious AT haters label this thread "obvious troll is obvious". Jealous much? Don't worry, I know you are.
All hail glorious Masterminds
My minions ran off and took over every Nemesis plot while I wasn't looking. Now it's all a Mastermind plot.
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This thread lacks the grace, charm and finesse of Mr Playskool's original.

Thelonious Monk
What is the point of this? I mean, I've made largely pointless threads, myself, but this comes down to "Masterminds are cool!" Err... Yes, they are. So? I mean is this going somewhere?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Never have been able to tolerate playing Masterminds.
BackAlleyBrawler: I can't facepalm this post hard enough.
ShoNuff: If sophisticated = bro-mantically emo-tastic, then I'm going to keep to my Shonen loving simplicity dammit.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Once Mastermind pets can have speech bubbles with /petsay again, they may have a chance at being worthy of such hubris.
This message brought to you by The Mad Muted Mastermind Minions association.
Taking AOE attacks
But yes, masterminds can be fun. My robotics/forcefield mastermind was on invincible permanently after level 18. For the heck of it, I tried an 8 man mission setting now...not one scratch, my distractedness lost me two bots in the whole mission. For the fun of it, I did a secondary tankermind build with taunt...people snigger at first when the mastermind jumps ahead of the brute using provoke, but then watch as I lose NO health. (Funny how forcefields+the fighting pool+patron armor+leadership+robotics shields+bodyguard stack up.)
So when I arrived in Sharkshead the first thing he did was say "Hey, who are those guys in the check shirts and dunagrees. I'll teach em a lesson..."
Swiftly followed by "OMG, what are they throwing. AAAAH. I'm on fire. AAAAAH. My Zombies just melted. AAAAAAAH" *trip to hospital*
Stupid miners.
OK, "more serious" answer?
- AOE damage, as mentioned above. Scrapyarders will chew up and spit out a Mastermind without thinking twice.
- Survival without their pets. You get separated *just* enough (or - PVP - TP Foe'd away) and you are nothing but a very squishy target that might, possibly, have an attack. Then there are the hyperactive ninjas... and travel, of course. Get ahead of your pets just enough, get shot, go "squish."
- Pet AI. Are they confused by lit oil slicks still?
(Full disclosure, yes, I have a MM at 50 and love it - Thugs/Poison - as well as several others, three at or near 30 - Nec/Poi, Merc/storm, and the forever stalled Bot/FF that initially put me off them, as well as several others at lower levels.)
What's not good about Masterminds, in order of appearance:
*Micromanagement. While it's completely possible to just run around in Bodyguard and do nothing, an able Mastermind requires henchmen controls, for which a decent interface simply doesn't exist in the game. This requires Mastermind binds, which cross over into advanced player category. On the other hand, any yahoo can grab a Scrapper and kill things indiscriminately, just like I did when I first started playing.
*Damage multiplication. A Mastermind has a very large pool of total hit points, but because he's dragging around a whole mob with him, he can suffer damage much faster. This makes AoE attacks incredibly dangerous on a Mastermind (seven times more dangerous to a high-level one), making enemies with heavy AoE damage a significant threat.
*Reliance on AI. Mastermind performance relies on the performance of the AI-controlled henchmen, which even as good as it is now, is still notoriously bad. Even Controllers don't have as much to worry about in this regard, as they have fewer pets with fewer powers over which they have less control. Mastermind henchmen need to be controlled, and they don't always listen. Pet attack preferences are still problematic, pet aggro is unreliable and their refusal to respond when hit with Avoid effects can be lethal.
*Enemy strength multiplication. Some enemies draw power from players surrounding them. The more the players, the stronger the enemy. Bone Daddies use Soul Drain, Behemoths use Invincibility, and Nictus Romulus' healing Nictus heals off players in its (HUGE) range. A team of players is rarely big enough to make THAT much of a difference, but even a single Mastermind brings with him six extra targets for draining. A couple of Masterminds on a team can make a Behemoth unhittable and the healing Nictus unkillable.
And that's just off-hand.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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This thread lacks the grace, charm and finesse of a thread about Scrappers.
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@Golden Girl
City of Heroes comics and artwork
ok you guys have some good points but i think you all being way too specific. yeah mms sucks at taking aoe, but makes it up with insane st tank, which makes up for it in the tanking role, not to mention aoe heals etc which can negate aoe.
Also enemies that work off number of people, come on now, there's what 3-4 mob in game that does that? That have abilities acutally makes a huge win/loss difference with a mm in the grp, or a mm solo. that's like saying a AT's bad because it can't take cold damage during a blue moon while standing on one leg.
As for the AI yes it sucs. But thats like saying a MM's bad at having good AI make no sense.
And you all mention managment, imo you can get through missons with just BG, afk and only tune in for bosses. yeah it take a bit more effort but when you judge at good/bad you have to assume the player knows wtf they doing.
but youll have good opoints
ok you guys have some good points but i think you all being way too specific. yeah mms sucks at taking aoe, but makes it up with insane st tank, which makes up for it in the tanking role, not to mention aoe heals etc which can negate aoe.
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Also enemies that work off number of people, come on now, there's what 3-4 mob in game that does that? That have abilities acutally makes a huge win/loss difference with a mm in the grp, or a mm solo. that's like saying a AT's bad because it can't take cold damage during a blue moon while standing on one leg. |
As for the AI yes it sucs. But thats like saying a MM's bad at having good AI make no sense. |
And you all mention managment, imo you can get through missons with just BG, afk and only tune in for bosses. yeah it take a bit more effort but when you judge at good/bad you have to assume the player knows wtf they doing. |
I'm not saying Masterminds are bad. Far from it. But they do have their weaknesses and drawbacks.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Show me a Mastermind that can fight a mob of 16 +1 Executioners and get back to me.
MM are the best class in the game and I pity the fools that play any other lowly peasant ATs. Finally leveled my new zombie/weather MM to lv 22 and I'm owning every mission easily, Gale mob into corner, pop hurricane, browse web for 10 seconds, come back and repeat with next group. SO awesome it felt like I was cheating.
In short MM > everything.
ITT talk about how much best the Master AT is compared to other lowly peasant ATs.