The GD Mastermind.


Deacon_NA

 

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Hey everyone, I'm back and bringing a new guide to you today. This time, it's for the second most fun archetype I've ever played. Thanks for reading, and I hope you get something out of it, if only just a laugh or two.

The Got Dam Mastermind. (Spoken in authentic Samuel L. Jackson)

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Originally Posted by The Got Dam Mastermind
Introduction

The Mastermind is a truly unique archetype within City of Heroes. On his own, a Mastermind has less hitpoints than anyone else, deals a pitiful amount of damage, and has little to no self defense. All of his powers cost more endurance, and often for less effect, than they would for anyone else. A Mastermind, on his own, is the least effective and least efficient character you can create. The strength of a Mastermind, however, lies in the fact that he never has to be on his own.

The Mastermind is the City of Heroes take on the ever popular "pet class" in other MMORPGs, except here we call them henchmen. Every Mastermind be able to summon up to three tiers of permanent henchmen with two levels of upgrades. As if the veritable army itself was not enough, the Mastermind also chooses a secondary powerset that is dedicated to supporting his army. There are a lot of gears trying to work together here, and it is not easy to get the most out of this grand machine.

When you do take all those tools and manage them properly, you create a truly game breaking good character. You create The Got Dam Mastermind. This guide will be dedicated to helping you maximize that potential and get the most out of your Mastermind, but I will not start the guide at the level cap with the top end gear. I understand that you have to crawl before you walk (et cetera), and with that in mind, I will be providing the tactical advice to succeed as a Mastermind at all levels and regardless of budget.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

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"I could never play a Mastermind, they're too boring."

"As an alternative to all these replies, you can simply say "I don't remember asking you a g*****n thing! /SamuelJackson" and proceed to solo the map, the boss, or the AV. It's tough to argue with results like that."

This is truly epic! Nice guide Dechs.


There are three types of people in this world: Those who can count and those who can't.

 

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Nice quide and very fun to read Dechs.


Originally Posted by Megajoule
We're being invaded. Again. This time, instead of aliens, zombies, or eyeballs with teeth, it's the marching band.

 

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Another great read! I'm now tempted to break out my old MM. Bots/time.


 

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Dechs,

Another quality piece of work that's got me thinking about unleashing another tide of killer robots.

Also, it has broken the dam of Pulp Fiction references in my head.

"I used the same IOs you did and my mission map doesn't look like a (bleeping) Longbow training camp!"

Thanks!

-Gate


@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.


I had a great time playing with you!

 

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Very nice, though one comment caught my attention for deserving a counterpoint:

In the section about IO slotting

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Your powers can cost a lot of endurance, but since you are not constantly attacking to do damage, you don't really need recovery bonuses either.
While this may be true for some secondaries, such as Traps, I don't think it's true across the board. All MM secondary powers cost more endurance than the corresponding powers for the other buff/debuff ATs and the more active you are with them, the more it adds up.

In particular, Storm is brutal and, were I to get around to IOing mine out, I'd be seeking as much +rec and +end as I could. Sonic may be comparable, I haven't played it on a MM, but my experiences with Sonic on other ATs showed it to be endurance intensive. I'm not going to go set by set, but off the top of my head the only ones I played that wouldn't find endurance bonuses a boon would be Traps and FF (both were leveled up w/o Stamina).

Anyway, small nit to pick in a very nice guide.

Oh yeah, perhaps add something about /releasepets when pets get bugged at doors. It's certainly a question that's frequently asked in channels.


Global = Hedgefund (or some derivation thereof)

 

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Quote:
Originally Posted by Deacon_NA View Post
While this may be true for some secondaries, such as Traps, I don't think it's true across the board. All MM secondary powers cost more endurance than the corresponding powers for the other buff/debuff ATs and the more active you are with them, the more it adds up.
I know from personal experience that Trick Arrow is pretty Endurance Intensive, simply because you're using Clicks all the time. Time Manipulation can also get "pricey" on Endurance, if you're running Time's Juncture and all three Leadership toggles simultaneously ... and firing off your Click powers from */Time as well.

Personally, I've always found the notion of "LOL! You don't need Recovery on a MM!" to be one of the most misleading pieces of conventional wisdom about Masterminds around. Because while that may be true at 50 with a fully slotted endgame build ... it most certainly is NOT true for a Mastermind who is leveling up and hasn't gotten to full slots or acquired every enhancement for those slots yet. The "fact" that you're usually not burning Endurance for your PRIMARY powerset in no way means you won't be burning Endurance for your SECONDARY powerset ... let alone your POOL powers ...


It's the end. But the moment has been prepared for ...

 

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I'd like to thank everyone for the compliments. Means a lot to me, I'm glad you got something out of it.

Quote:
Originally Posted by Deacon_NA View Post
While this may be true for some secondaries, such as Traps, I don't think it's true across the board. All MM secondary powers cost more endurance than the corresponding powers for the other buff/debuff ATs and the more active you are with them, the more it adds up.
This is something I intended to go over in the coming section where I go over each of the primary and secondary powersets with specific information. Particularly storm was going to get a big writeup concerning the endurance burn.

Quote:
Originally Posted by Deacon_NA View Post
Oh yeah, perhaps add something about /releasepets when pets get bugged at doors. It's certainly a question that's frequently asked in channels.
Thanks for reminding me. This was something I planned to have in the Artificial Stupid section, but it completely slipped my mind.


Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.

 

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Dangit, Dechs, I'm not done with my Warshade yet. Now you've got me itching to do a MM too!


 

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I have a few issues with the Necromancy section.

Zombie slotting, Heal shouldn't be a priority at all. They have one heal with an unfavorable recharge time, that they use in a brainlessly stupid way. Personally I think blood mandates are Ideal, or in Non-IO builds Dam/acc/end is the way to go.

The grave knights also take a Touch of lady grey proc, and I have never seen these guys run out of endurance so I wouldn't worry about slotting for End. Vs pylons, AVs, GM, or huge groups of Mobs, so they are great frankenslotted with Accuracy and damage. Soulbounds and blood mandates are very helpful for this.

For Soul Extraction, it is possible to use the /Releasepets command to create a corpse for summoning. Something that might be worth noting, it seems that Spirits, Tortured souls, and Wraiths benefit from supremacy, however they don't add to BG mode. That'd be too nice. Also, the summoned pet is always one level below the player, so it's a fair upgrade to the Zombie. But the Soul extraction pets are still tiered in power level.

For tactics, sometimes (debuff reliant builds, or pre-indestructible IO builds) it's worth it to use a Zombie as a mini seeker to soak the alpha. This let's you summon a Spirit (If you don't like doing the /releasepets) which has a higher base level, while giving you time to animate any combat buffs/debuffs. Also, aggro tends to shed to you for followups before spreading to pets as they kill stuff.

Aside from those few things, very nice guide thanks for taking the time to put all that together.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.