So.... masterminds may be over....
I think I've watched necromancers in GW2 run around with at least four pets, but I wasn't paying close enough attention/haven't played one myself enough to give you details.
This is something I cobbled up just now:
PowerHouse (Link to this build)
Name:
Archetype: Freeform
Super Stats:
Level 6: Endurance (Primary)
Level 10: Presence (Secondary)
Level 15: Intelligence (Secondary)
Talents:
Level 1: The Mind
Level 6: Diplomatic
Level 9: Boundless Reserves
Level 12: Prodigy
Level 15: Investigator
Level 18: Shrug It Off
Level 21: Healthy Mind
Powers:
Level 1: Electric Bolt (Lightning Overload)
Level 1: Lightning Arc (Rank 2, Rank 3)
Level 6: Ionic Reverberation
Level 8: Tyrannon's Familiar (Rank 2)
Level 11: Medical Nanites (Rank 2, Rank 3)
Level 14: Ritual of Arcane Summoning (Rank 2, Unbound Ritual)
Level 17: Munitions Bots (Rank 2)
Level 20: Support Drones (Rank 2, Rank 3)
Level 23: Attack Toys (Rank 2)
Level 26: Pyromancer's Blades (Rank 2)
Level 29: Ritual of Radiant Summoning (Rank 2, Unbound Ritual)
Level 32: Ritual of Primal Summoning (Unbound Ritual)
Level 35: Command Animals (Rank 2)
Level 38: Planar Fracture (Rank 2)
Travel Powers:
Level 6: Electric Arc (Rank 2)
Level 35: Hover Disk
Specializations:
Endurance: Readiness (3/3)
Endurance: Withstand (2/2)
Endurance: Kickback (1/2)
Endurance: Quick Recovery (2/2)
Endurance: Hardened (2/2)
Sentinel: Caregiver (3/3)
Sentinel: Sentinel Aura (3/3)
Sentinel: Moment of Need (1/3)
Sentinel: Rejuvenated (3/3)
Commander: Evasive Action (2/2)
Commander: Multitasker (3/3)
Commander: Durable (2/3)
Commander: Savage (3/3)
Mastery: Commander Mastery (1/1)
So we're looking at about 9 different pet summons. Some of which can make duplicates of themselves (Like our Phantasm), some of them come in pairs (Like electric controls Gremlins). We're looking at a small army of pets, here. (Note that this was just me screwing around, I very much doubt it would be a final build.)
the shrink option on the sonic blaster on gadet was awesome, I leveled that up to hit 100% and doing 1v1's would spam shrinking lol.
FWIW, I have a 41 necro on GW. It's completely unlike a mastermind in the (most?) important ways - absolutely no pet control. The pets are fairly weak, and you resummon them A LOT.
I'm working on a ranger as well - they only have a single pet, but it has command control similar to masterminds. There are something like 30+ pet options for the rangers as well, kind of a pokemon deal to find them.
Both are a lot of fun. Pretty much everything in GW2 is. It won't have near the longevity that CoH has/did for me, but it's fun for now.
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Isn't the Inventor class of Champions Online similar to Masterminds?
For the record, I'm looking for another game with a class that uses a similar methodology as the Mastermind.
Diablo 2 Necromancer, CoH Mastermind. I like my pets on the front line, and me behind em in a "management" position.
Star Trek Online, at least the "away team" ground combat portion of it. Very, very much like COH masterminding, possibly better imo.
You get up to four bridge officers to beam down with you. You can chose which officers beam down with you, chose what gear (phasers etc) to give them and what skills (powers) they train to use, you can name them and customize their looks. Promote them up the rank structure. etc.
There's Aggressive Mode, Defensive Mode, Passive Mode, Follow Mode, and go stand over there and stay put Mode commands pretty much just like COH.
Meanwhile your character is also very active phasering, grenading, tricordering, and judo chopping enemies (plus buffing or debuffing). And if you get defeated, your team continues to fight (and you can call them over to rez you). And you can rez your bridge officers during a fight, too.
Star Trek Online, at least the "away team" ground combat portion of it. Very, very much like COH masterminding, possibly better imo.
You get up to four bridge officers to beam down with you. You can chose which officers beam down with you, chose what gear (phasers etc) to give them and what skills (powers) they train to use, you can name them and customize their looks. Promote them up the rank structure. etc. There's Aggressive Mode, Defensive Mode, Passive Mode, Follow Mode, and go stand over there and stay put Mode commands pretty much just like COH. Meanwhile your character is also very active phasering, grenading, tricordering, and judo chopping enemies (plus buffing or debuffing). And if you get defeated, your team continues to fight (and you can call them over to rez you). And you can rez your bridge officers during a fight, too. |
Champions Online is the closest I've found so far, and thats a mish-mash of different summons. Its still very effective, and...at least...similar. Trust me, I've looked. Otherwise you get the staple "one summon". Necromancers in Guild Wars 2, thinking on it, can get a small army as well.
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Also, I'd like to add that Age of Conan has the necromancer class, that can give you quite a lot of pets at higher levels. The biggest problem I have with it is that they don't pull aggro. You send them out to attack something and the target runs straight at you, ignoring the pets. Very bothersome. They may have changed that, but last time I tried, they didn't.
Titan Quest had a powerset combo of fire and nature that could lead you to have about 4-5 pets at a time if I recall correctly.
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If you go Gold (subscribe, either monthly or LTS), you can freeform and just pack on the pets.
speaking in a non MMO perspective, torchlight 2 engineer class (and torchlight 2 in general) is great for amassing an army of pets
all classes get 1 pet which acts as a companion (extra storage, can take items to town to sell,ect)
my engineer character has 5 skills which are pet summons (1 is a heal bot and doesnt do dmg, 1 are spider mines which blow up on contact with baddies, other 3 are pretty much normal dmg pets)
then heres where it gets fun, all classes can use spells, and you can learn spells for summons (summon zombies, summon skeletons, summon skeleton archers, summon nether imps) AND your companion pet can learn these skills as well
giving my companion pet summon zombies and summon skeleton archers it can summon 10 more pets
add those 2 skills plus skeleton and imps and thats 12 more pets (plus skeletons have very long duration with very short cooldown so easy to get like 4-6 up at same time)
at best i can have ~30 pets out at once, and then to make them even more overpowered i have a ton of gear which has boosts for the pets (+hp, +armor, +dmg)
its prolly the absolute closest thing i could find to relate to (or even better than) a mastermind lol
I started a pet-based character in ChO called "Heavy Petting". But it was going to take too long to become comfortably viable, so I had to delete it.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
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I have a Champions Online freeform character that started as a technologist (the closest to a pure pet class they have.)
I went max pets, and on a free respec, got rid of a power and squeezed out one more pet. You have about 2x the pets of a MM, not counting Thugs' Gang War.
Some follow, some are magic circle-related, you cast a 15 foot wide circle on the ground, and as long as you stay in the circle, the pets remain. So they cannot follow you around. You can take an upgrade that allows that, but you only get 5 upgrade points per power, and you may rather use that to advance them to tier 3 toughness.
You also get these 2 little robot bots that follow you around and convert into massive gatling guns. This is pretty cool, but the power has been nerfed almost into oblivion. Other cool powers are teddy bears that attack and (being technologist) you also get a satellite destruction beam that looks awesome, but, like the gatling gun turrets, has been nerfed way down.
Technologists have had almost as much power ripped out of them through nerfs as EverQuest necromancers had.
Downside: Champions Online is part of the NCSoft axis that didn't renew the City of Heroes license, so I don't want another damned dime going into their pocket.
Diablo II, the necromancer was a ton of fun, especially doing it "zookeeper" style, i.e. maxxing out the number and power of your pets, as opposed to other necro trees. Only downside was the big end-of-act bosses, your pets always incinerated easily. Most pets required a dead corpse of a previously-beaten monster to re-cast, keep in mind. So 99% of the game was an endless joy, the other you had to pew-pew the bosses yourself as a poor man's blaster. Kind of like if you had to solo an AV here without your pets using the junky primary powers you never take and Blackwand and Nemesis' Staff.
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To add on to what was said before, you can have up to twelve active ships out, which makes for one mighty swarm. Or you can have a combination of ships out, of debuffers, healers, damage dealers, survivable, multi-role, and even frigates. Yes, you can launch player sized frigates from two later Klingon ships. Up to four of them. So you can either swarm the enemy, hit the enemy with your own mini-ship army, debuff the daylights out of the enemy, or do a fun combination thereof.
One MAJOR gripe with this though, you have virtually no way to keep track of your wings of ships. You can sort of count icons on the mini-map, but for the most part you are left playing it by ear. And since most of the smaller ships are GOING to be destroyed unavoidably, it can lead to some chaotic moments in mid-combat when you are not sure if you have your full numbers out or not.
On Champions, something important to note is that every pet has a number of different unique auto-cast abilities, and that most non-circle summoned pets have unique activated abilities. For example munitions bots fire a gatling gun for their standard auto attack, have micro-munitions for an auto-cast ability, and can activate an ability that turns them into turrets, which have longer range, deal more damage, and whose basic attack pierces targets. Attack Toys! attack in melee and have a special ability called "Toy Time!" which summons a clone of them, up to four at the highest rank, but no activated ability.
Side note, the summoning circle units are good enough without activated specials.
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