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Difference between revisions of "Mastermind"

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(Secondary Power Sets)
(Historical: +nature)
 
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{{TOCleft}}
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{{Infobox_AT
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|image=[[File:v_archetypeicon_mastermind.png]]
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|pri=[[Summon]]
 +
|sec=[[Buff]]/[[Debuff]]
 +
|inherent=[[Inherent Powers#Supremacy|Supremacy]]
 +
|hp_base=803.2
 +
|hp_max=1606.4
 +
|pri_sets=6
 +
|sec_sets=10
 +
|anc_sets=8
 +
|dam_melee=0.550
 +
|dam_range=0.550
 +
|buff_def_melee=0.090
 +
|buff_dam_melee=0.080
 +
|buff_hpmax_melee=0.080
 +
|buff_tohit_melee=0.080
 +
|debuff_def_melee=0.100
 +
|debuff_dam_melee=0.100
 +
|debuff_tohit_melee=0.100
 +
|endmod_melee=1.100
 +
|fear_melee=1.490
 +
|heal_melee=117.799
 +
|healself_melee=80.317
 +
|immob_melee=1.490
 +
|kb_melee=2.077
 +
|res_melee=0.100
 +
|sleep_melee=1.490
 +
|slow_melee=1.000
 +
|stun_melee=1.490
 +
|taunt_melee=1.030
 +
|threat_melee=2.0
 +
|buff_def_range=0.075
 +
|buff_dam_range=0.075
 +
|buff_hpmax_range=0.100
 +
|buff_tohit_range=0.075
 +
|debuff_def_range=0.075
 +
|debuff_dam_range=0.075
 +
|debuff_tohit_range=0.075
 +
|endmod_range=1.000
 +
|fear_range=1.192
 +
|heal_range=107.090
 +
|immob_range=1.192
 +
|kb_range=1.662
 +
|res_range=0.075
 +
|sleep_range=1.192
 +
|slow_range=1.000
 +
|stun_range=1.490
 +
|taunt_range=1.030
 +
|threat_range=2.0
 +
|dam_res_max=75%
 +
|dam_res_min=-300%
 +
|stat_res_max=10,001.01%
 +
|stat_res_min=-300%
 +
|stat_prot_max=N/A
 +
|stat_prot_min=N/A
 +
|dam_max=400%
 +
|dam_min=10%
 +
|def_max=175%
 +
|def_min=-100%
 +
|tohit_max=200.35%
 +
|tohit_min=-100%
 +
|rech_max=400%
 +
|rech_min=-75%
 +
|regen_max=2000%
 +
|regen_min=0%
 +
|recov_max=750%
 +
|recov_min=0%
 +
|stealth_max_pve=200 ft
 +
|stealth_min_pve=-180 ft
 +
|stealth_max_pvp=571.5 ft
 +
|stealth_min_pvp=-180 ft
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|percep_max=1153 ft
 +
|percep_min=0 ft
 +
|rng_max=500%
 +
|rng_min=25%
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}}
 +
{{clr|left}}
 
== Overview ==
 
== Overview ==
{{TOCright}}
 
[[Image:v_archetypeicon_mastermind.png|left]]
 
As a '''Mastermind''', you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly ninja, order hardened soldiers or street thugs, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your powers to enhance them or weaken your foes. The Mastermind is a difficult class to play, often demanding constant attention to control your minions and stave off the retribution of your enemies.
 
  
Faction: '''Villain'''
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As a '''Mastermind''', you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly Ninja, order hardened soldiers, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your own powers to enhance them or weaken your foes. The Mastermind is a difficult class to play, often demanding constant attention to control your minions and stave off the retribution of your enemies.
  
 
The Mastermind's power sets are:
 
The Mastermind's power sets are:
  
'''Primary''': [[Summon]]<br>
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'''Primary''': [[Summon]]<br />
'''Secondary''': [[Buff]]/[[Debuff]]
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'''Secondary''': [[Buff]]
  
The Mastermind has Low Hit Points and Medium Damage.
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{{ATStats|survive=7|melee=3|ranged=4|control=3|support=7|pets=10}}
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<span style="font-size:.75em;">&#42; Masterminds require [[VIP Player|VIP status]], purchase on the [[Paragon Market]], or 13 [[Reward Token]]s in the [[Paragon Rewards Program]].</span>
  
 
== Power Sets ==
 
== Power Sets ==
 
 
=== Primary Power Sets ===
 
=== Primary Power Sets ===
 
 
A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 26. They also gain access to one Henchman upgrading power at level 6 and another at level 32.
 
A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 26. They also gain access to one Henchman upgrading power at level 6 and another at level 32.
  
 
Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's [[Combat Level]], not his Threat Level, so [[Lackey]]ing and Malefactoring can affect it.
 
Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's [[Combat Level]], not his Threat Level, so [[Lackey]]ing and Malefactoring can affect it.
  
The Mastermind Primary sets are:
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{| class="wikitable"
 +
|+ Numbers of Henchmen per Level
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|-
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!Level || Tier 1 || Tier 2 || Tier 3 || Total
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|-
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|1||1||0||0||1
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|-
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|6||2||0||0||2
 +
|-
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|12||2||1||0||3
 +
|-
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|18||3||1||0||4
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|-
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|24||3||2||0||5
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|-
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|32||3||2||1||6
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|}
  
* [[Mercenaries]]
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*The Mastermind Primary sets are:
* [[Necromancy]]
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<ul style="width:50%">{{Category Listing|Mastermind Primary}}</ul>
* [[Ninjas]]
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{{PMarket Purchase|beast}}
* [[Robotics]]
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{{PMarket Purchase|demon}}
* [[Thugs]]
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Masterminds were the only Archetype not to get a new Primary powerset in Issue 12.
+
  
 
=== Secondary Power Sets ===
 
=== Secondary Power Sets ===
 +
*A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
 +
<ul style="width:50%">{{Category Listing|Mastermind Secondary}}</ul>
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{{PMarket Purchase|nature}}
 +
{{PMarket Purchase|time}}
  
A Mastermind's secondary power sets are designed for buffing and debuffing. They are:
+
=== Ancillary Power Pools ===
 
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* [[Chill Mastery]]
* [[Dark Miasma]]
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* [[Charge Mastery]]
* [[Force Field]]
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* [[Heat Mastery]]
* [[Poison]]
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* [[Field Mastery]]
* [[Storm Summoning]] (Issue 12)
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* [[Traps]]
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* [[Trick Arrow]]
+
  
 
=== Patron Power Pools ===
 
=== Patron Power Pools ===
 
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* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
* [[Leviathan Mastery]]
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* [[Mace Mastery#Mastermind|Mace Mastery]]
* [[Mace Mastery]]
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* [[Mu Mastery#Mastermind|Mu Mastery]]
* [[Mu Mastery]]
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* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
* [[Soul Mastery]]
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<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
  
 
=== Inherent Power ===
 
=== Inherent Power ===
 
 
* [[Inherent Powers#Supremacy|Supremacy]]
 
* [[Inherent Powers#Supremacy|Supremacy]]
 
  
 
== Henchmen vs. Pets ==
 
== Henchmen vs. Pets ==
 
 
Henchmen are different from traditional pets in several ways.
 
Henchmen are different from traditional pets in several ways.
  
Line 62: Line 147:
 
* '''Warping'''. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
 
* '''Warping'''. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
 
* '''Inspirations'''. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)
 
* '''Inspirations'''. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)
 +
* '''Names''' Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind.
  
== Strategies ==
+
== Historical ==
 +
{{Historical|type=section|reason=change}}
  
The Mastermind can be a difficult archetype to use effectively due to a large number of considerations introduced by the Henchmen. However, when used well, a Mastermind can solo in some situations that other archetypes find taxing at best, such as facing an Elite Boss or even some early [[Archvillain]]s.
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* Masterminds were added to the game in [[Issue 6]], originally a City of Villains [[archetype]]. Their original primary powersets were Mercenaries, Necromancy, Ninjas, and Robotics. Their original secondary powersets were Dark Miasma, Force Field, Poison, Traps, and Trick Arrow.
 +
* Thugs, Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in [[Issue 7]].
 +
* Storm Summoning was [[Power Set Proliferation|proliferated]] to Masterminds in [[Issue 12]].
 +
* Pain Domination was added to the game in [[Issue 13]].
 +
* Thermal Radiation was proliferated to Masterminds in [[Issue 16]].
 +
* Demon Summoning was added to the game in [[Issue 17]] for players who prepurchased [[Going Rogue]].
 +
* The [[Ancillary Power Pools]] became available to Masterminds in [[Issue 18]].
 +
* As of [[Issue 21]], access to Masterminds requires [[VIP Player|VIP status]], purchase on the [[Paragon Market]], or 13 [[Reward Token]]s in the [[Paragon Rewards Program]].
 +
* Sonic Resonance was proliferated to Masterminds in Issue 21.
 +
* Time Manipulation was added to the game in Issue 21.
 +
* Beast Mastery was added to the game on March 20, 2012.
 +
* Nature Affinity was added to the game on August 21, 2012.
  
=== Henchmen Control ===
+
== See Also ==
Quite possibly the most powerful controls for your Henchmen were first published on the [http://boards.cityofvillains.com Official Forums] by Sandolphan. [http://boards.cityofvillains.com/showflat.php?Number=3949032&Main=3949032#Post3949032 Link to Guide]. Check out The Paragon Wiki article on [[Mastermind Numpad Pet Controls]], which includes minor improvements on the original controls.
+
* [[Archetypes]]
 +
* [[Mastermind Strategy]]
  
Another excellent form of Henchmen control comes from Monorail in the form of [http://sourceforge.net/projects/citybinder/ City Binder] (link is to a [http://sourceforge.net/ Sourceforge.net]  project). Monorail also keeps updating his thread on the [http://boards.cityofheroes.com Official Forums] in the [http://boards.cityofheroes.com/postlist.php?Board=faq Player Guides] section ([http://boards.cityofheroes.com/showflat.php?Number=4002213 link to thread]), as well as in the [http://www.citygametracker.com/ City Game Tracker] forums [http://forums.citygametracker.com/default.aspx?ForumGroupID=5 in this thread].
+
== External Links ==
 +
* [http://web.archive.org/web/20121025125339/http://na.cityofheroes.com/en/game_info/archetypes/villain_archetypes.php Archetypes documentation] on official City of Villains site
 +
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
  
There is also an excellent offering from Master Zaprobo on the U.K. forums that offers a great general play guide and explanation of the main features of the archetype plus an alternative Henchmen control system. 
 
You can check it out here [http://uk.boards.cityofvillains.com/showflat.php?Cat=&Number=529208&page=0&view=collapsed&sb=5&o=&fpart=1 MZ's Guide to the Modern Mastermind v2.0]
 
  
All systems use bind files (text files to bind actions to certain keys) that allow you to quickly change which Henchmen you wish to control.
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{{Navbox Archetypes}}
 
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=== Bodyguard ===
+
Issue 7 brings with it a a new defensive feature for Masterminds, '''Bodyguard'''. The above Henchmen controls are vital in order to properly use this feature, as waiting for foes with AoE and Cone attacks can be hazardous to your health. (Beware Longbow Flamethrowers).
+
 
+
''The following was copied directly from the [http://www.cityofheroes.com/news/patch_notes.html Patch Notes] when [[Issue 7]] went live on 6/6/06.''
+
 
+
* Mastermind Bodyguards: You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow(*) Orders. Your pets must be within Supremacy range for this function to work.
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* Bodyguard Damage Mitigation: When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage that the pets themselves might incur from Area attacks.
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** Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points.
+
** Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal.
+
 
+
(*) Defensive/Goto and Defensive/Stay also work.
+
 
+
=== Aggro Management ===
+
Since NPCs – with the exception of those ambushing the character – treat a Mastermind's Henchmen as individual entities, Henchmen can be used to direct [[aggro]] from a group of enemies with no considerable risk to the player or team. This is especially helpful in solo play, where larger groups can easily overpower the low hit points and damage mitigation of the archetype. Keeping aggro on the Henchmen and picking off individual targets will yield a much lower threat to the Mastermind and enable him to take risks that would be foolish to take with other archetypes.
+
 
+
In addition to the various directions from which damage can originate toward an enemy, Henchmen are completely expendable. If one is defeated, it can be respawned. While the benefits of Supremecy will not be available unless at close range, a Mastermind can defeat crowds of enemies from dozens of feet away. This tactic ensures that the Mastermind rarely draws aggro himself.
+
 
+
=== Damage Balance ===
+
All Mastermind primary powersets provide three ranged attacks and three types of Henchmen. Using either  exclusively will yield a generally adequate but unimpressive amount of damage output. However, when a Mastermind works with his Henchmen to deal damage to foes, the combination of attacks can be brutal. Since equipped Henchmen have multiple attacks that recharge quickly, they alone provide a consistent onslaught of damage pouring in from multiple sources. Coupled with the Mastermind's personal ranged attacks, which deal significantly greater damage than a single Henchman does, an enemy can find itself with low hit points after just a single round of attacks.
+
 
+
=== Secondary Purpose ===
+
The concept of the Henchman is often intimidating for newer players, and a mindset develops where the Henchmen are the only effectiveness that a Mastermind possesses. The truth is quite the opposite, as the Mastermind's secondary power sets are geared towards buffing allies and debuffing enemies. While it's desirable to remain close enough to one's Henchmen for Supremacy to affect them, a Mastermind shouldn't be afraid to stray from his Henchmen in order to aid allies or hinder enemies. With the exception of PvP, a Mastermind is typically free to wander around the battlefield while the NPCs attack the Henchmen and teammates.
+
 
+
Taking the above into consideration, a Mastermind can function effectively in a combined role of both offense and team support, like a [[Defender]] or [[Corruptor]]. (And, just like those archetypes, the exact nature of that support will depend on the Mastermind's powerset.)
+
 
+
 
+
== External Links ==
+
 
+
* [http://www.cityofvillains.com/gameinfo/archetypes.html Archetypes documentation] on official City of Villains site
+
* [ftp://ftp.coh.com/CoV_Manual.pdf Official City of Heroes Manual] as a PDF file
+
  
 
[[Category:Archetypes]]
 
[[Category:Archetypes]]

Latest revision as of 04:17, 23 January 2021

Mastermind
V archetypeicon mastermind.png
Primary Summon
Secondary Buff/Debuff
Inherent Supremacy
Base HP 803.2
Max HP 1606.4
Primary Sets 6
Secondary Sets 10
Epic Power Pools 8
v  d  e


Overview

As a Mastermind, you excel at using others to do your dirty work. Perhaps you build killer robots, command deadly Ninja, order hardened soldiers, or summon the undead to do your bidding. Whatever your choice, you have an army of minions at your beck and call. You can summon them when needed, order them to work your will, and even use your own powers to enhance them or weaken your foes. The Mastermind is a difficult class to play, often demanding constant attention to control your minions and stave off the retribution of your enemies.

The Mastermind's power sets are:

Primary: Summon
Secondary: Buff

Mastermind Stats
Survivability             7        
Melee Damage 3    
Ranged Damage 4    
Crowd Control 3    
Support 7    
Pets 10  

* Masterminds require VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program.

Power Sets

Primary Power Sets

A Mastermind's primary power sets are designed specifically for summoning. All of the Mastermind primaries have a common structure. Masterminds gain access to their first type of Henchman at level 1, their second type at level 12, and their third type at level 26. They also gain access to one Henchman upgrading power at level 6 and another at level 32.

Unlike other pet-summoning powers, Henchman-summoning powers change as the Mastermind gains levels. Specifically, once a Mastermind hits level 6, their first Henchman power stops summoning one minion at the Mastermind's level and starts summoning two at the Mastermind's level - 1. Then, at level 18, the power changes further and instead summons three minions at the Mastermind's level - 2. The second-tier Henchman power also undergoes changes like this – it begins by summoning one equal-level minion, then changes to summoning two -1 Henchmen at level 24. This behavior depends on the Mastermind's Combat Level, not his Threat Level, so Lackeying and Malefactoring can affect it.

Numbers of Henchmen per Level
Level Tier 1 Tier 2 Tier 3 Total
1 1 0 0 1
6 2 0 0 2
12 2 1 0 3
18 3 1 0 4
24 3 2 0 5
32 3 2 1 6
  • The Mastermind Primary sets are:

* Beast Mastery requires purchase on the Paragon Market.
* Demon Summoning requires VIP status, purchase on the Paragon Market, or purchase of Going Rogue.

Secondary Power Sets

  • A Mastermind's secondary power sets are designed for buffing and debuffing. They are:

* Nature Affinity requires purchase on the Paragon Market.
* Time Manipulation requires VIP status or purchase on the Paragon Market.

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Henchmen vs. Pets

Henchmen are different from traditional pets in several ways.

  • Commands. This is the obvious one. Only Henchmen may be given orders and aggression stances. Also, only Henchmen may be made to speak or use emotes.
  • Resummoning. Using a pet-summoning power automatically dispels any pets still alive from the last use and creates a brand-new pet, or a full set of pets, with no buffs or debuffs. Using a Henchman-summoning power only replaces missing Henchmen that have been defeated or dispelled.
  • Warping. Henchmen will warp and reappear directly at their creator's location if he gets too far from them. Pets always travel normally.
  • Inspirations. Henchmen can be given Inspirations to use by dropping one onto either the Henchman itself or its name in the Mastermind's pet list window, or by using the slash command implemented for this purpose. Pets, in general, cannot be buffed with Inspirations. (Some Masterminds may be able to give Inspirations to some of their own non-Henchmen pets. This feature may be removed some day.)
  • Names Pets keep whatever generic name they are given but Henchmen can be renamed by their Mastermind.

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. It is provided for historical purposes.
  • Masterminds were added to the game in Issue 6, originally a City of Villains archetype. Their original primary powersets were Mercenaries, Necromancy, Ninjas, and Robotics. Their original secondary powersets were Dark Miasma, Force Field, Poison, Traps, and Trick Arrow.
  • Thugs, Leviathan Mastery, Mace Mastery, Mu Mastery, and Soul Mastery were added to the game in Issue 7.
  • Storm Summoning was proliferated to Masterminds in Issue 12.
  • Pain Domination was added to the game in Issue 13.
  • Thermal Radiation was proliferated to Masterminds in Issue 16.
  • Demon Summoning was added to the game in Issue 17 for players who prepurchased Going Rogue.
  • The Ancillary Power Pools became available to Masterminds in Issue 18.
  • As of Issue 21, access to Masterminds requires VIP status, purchase on the Paragon Market, or 13 Reward Tokens in the Paragon Rewards Program.
  • Sonic Resonance was proliferated to Masterminds in Issue 21.
  • Time Manipulation was added to the game in Issue 21.
  • Beast Mastery was added to the game on March 20, 2012.
  • Nature Affinity was added to the game on August 21, 2012.

See Also

External Links