Masterminds - Henchman Advancement

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nucleon
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Masterminds - Henchman Advancement

Post by nucleon » 14 Oct 2005, 19:06

Short summary of level advancement for Masterminds:

L1 Pet - Your basic 'grunt' pet. Think something like a minion.
L2 Pet - A support pet, think of your very own FF'er or Empath
L3 Pet - Uber Pet. Not much info on this one.

What pets you get at which level, and their relative summon lvl:
eg at lvl15 you get 2x L1 pets at lvl14, and 1x L2 pet at lvl15.


1 1x L1 Pet (@ +0)
2 1x L1 Pet (@ +0)
3 1x L1 Pet (@ +0)
4 1x L1 Pet (@ +0)
5 1x L1 Pet (@ +0)
6 1x L1 Pet (@ +0)
7 1x L1 Pet (@ +0)
8 1x L1 Pet (@ +0)
9 1x L1 Pet (@ +0)
10 2x L1 Pet (@ -1)
11 2x L1 Pet (@ -1)
12 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
13 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
14 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
15 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
16 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
17 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
18 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
19 2x L1 Pet (@ -1) 1x L2 Pet (@ +0)
20 3x L1 Pet (@ -2) 1x L2 Pet (@ +0)
21 3x L1 Pet (@ -2) 1x L2 Pet (@ +0)
22 3x L1 Pet (@ -2) 1x L2 Pet (@ +0)
23 3x L1 Pet (@ -2) 1x L2 Pet (@ +0)
24 3x L1 Pet (@ -2) 2x L2 Pet (@ -1)
25 3x L1 Pet (@ -2) 2x L2 Pet (@ -1)
26 3x L1 Pet (@ -2) 2x L2 Pet (@ -1) 1x L3 Pet (@ +0)

(lvl26 is what you get till level cap)


----
Positron's guide on Masterminds:

Henchmen Powers

Each Mastermind powerset has three Henchmen powers, the first one is
available at level 1, the second is available at level 12, and the last
one is available at level 26.

The L1 Henchmen power can summon up to three Henchmen. You get one
Henchman at level 1 to 9. At level 10 you get your second L1 Henchman, and
at level 20 you get your third. When you get your second L1 Henchman, they
are summoned at 1 level below you. When you get your third L1 Henchman
they are summoned 2 levels below you. There is no option to summon less
than those numbers.

The L2 Henchmen power can summon up to two Henchmen. You get the second L2
Henchman at level 24. These Henchmen tend to be "support" Henchmen, for
example the Protector Bot has a Force Field power and when upgraded gets a
healing power.

The L3 Henchmen power summons one Henchman at your level. This is your
most powerful Henchman.

When summoned your Henchmen will have your name under theirs. This is so
you can tell whose Henchmen belong to whom. You can also name your
Henchmen by right-clicking them and selecting "Rename". From that point
forward that Henchman is going to be summoned with that name. You can
rename your Henchmen at any time.

Slotting Henchmen Powers

These Henchmen powers are all capable of having Enhancement Slots put in
them. These slots affect the Henchman that are summoned. If you put Damage
Enhancements into those slots, then the summoned Henchmen will do more
damage. If you put Defense Buff Enhancements into those slots, your
Henchmen will have better Defense. Henchmen powers can not take Recharge
Reduction enhancements.

Supremacy

Masterminds have an inherent, unslottable, power called Supremacy. This
power is an "aura" power that increases the Accuracy and Damage of your
Henchmen that are close to you. This ensures that Masterminds that want
maximum effectiveness out of their Henchmen are somewhat at risk
themselves of attack.

Pool Powers

Leadership powers like Tactics or Assault are applied to your Henchmen as
well as your allies and your allies' Henchmen. The Leadership Pool is a
perfect match for the aspiring Mastermind.

Teleport Friend will work on your Henchman to summon him to you.

Traveling With Henchmen

Henchmen can NOT travel across zone boundaries or into mission maps. You
must resummon them on the new map. If you get too far away from your
Henchmen on any given map, they will automatically resummon themselves
near you (keeping any buffs they had).

Inspirations

Inspirations can be used on your Henchmen by dragging the Inspiration from
your tray directly onto the Henchman you want to Inspire. You can not use
an Awaken Inspiration on your Henchmen, but they will gladly accept all
other Inspirations and use them immediately.

Upgrading Your Henchmen

There are two Upgrade powers in each Mastermind Primary powerset. These
add powers onto your Henchmen. The powers added vary by the Henchman being
upgraded. For example, Zombies get a vomit-like ranged attack, and Battle
Drones receive a Snipe attack with the first Upgrade power. Your Henchmen
will use these new powers as part of his attack routine.

Henchmen AI

Henchmen either "Prefer Ranged" or "Prefer Melee". This means the type of
combat that they want to be fighting in the majority of the time. This
does not mean that they will only use Ranged or Melee attacks. Robot
Henchmen prefer ranged attacks, but will use their melee attack if the
enemy is close enough. They will not back out of melee range just to use
ranged attacks.

Giving Your Henchmen Commands

Your Henchman interface lets you control two aspects of your Henchmen,
their Disposition and their Commands. You can set these for each
individual Henchman, or type of Henchman (L1, L12, or L26), or you can
blanket set the same disposition and command for all your Henchmen at
once.

There are three different Dispositions:

* Aggressive: Attack anything hostile that comes within detection range.
* Defensive: Attack anything that attacks me or my master.
* Passive: Don't attack anything.

They can also be given different Commands:

* Attack my Target: Attacks the thing you currently have targeted. When it
is defeated, revert to Follow Me command.
* Goto: Goto a spot designated by the player. Stay there until given a
different Command.
* 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 are 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."

"Attack my Target" is not "attack everything I tab to". AMT simply sends
your Henchmen to attack your currently selected target.

The Disposition they are in (Aggressive/Defensive/Passive) is only
relevant once that target is taken down. What happens then is the Henchman
reverts to Follow Me orders, and what happens after that depends on the
Disposition.

Example:
I have a spawn of Goldbrickers ahead. I target the Lieutenant and tell my
Henchman to "Attack My Target". The Henchman then takes down the
lieutenant. What happens next is is dependent on the Disposition the
Henchman is in:

Aggressive: Checks to see if anything else is within aggro range. There
is, so it starts targeting and attacking stuff in aggro range.
Defensive: Checks to see if it or its Master is under attack. If neither
of those are true, go back to Master in Follow Me mode.
Passive: Ignore everything going on and return to Master in Follow Me
mode.

The use of Dispositons and Commands for Henchmen is used exclusively by
Masterminds and only on their Henchmen pets. Other summoned pets can not
be controlled, nor will Dominators or City of Heroes Controllers get the
ability to command their pets to this level of detail. Those pet powers
have been balanced with a certain level of control in mind.

Strategy

I find it best when hunting at lower levels to leave Henchmen in
Aggressive mode when soloing and Defensive mode when grouping with a
Dominator. With Aggressive mode even after they finish off a target I
specifically sent them after with Attack My Target, they usually stick
around to take on the rest of the spawn as well. When playing with a
Dominator, I have to be conscious of things he has mezzed, so I generally
leave the Henchmen in Defensive mode and AMT'ing targets that are not
currently being mezzed.

Slash Commands

The commands (which should show up with /cmdlist) are:
/petcom (your current pet)
/petcom_name (name matching pet)
/petcom_pow (power matching pet)
/petcom_all (all pets)

/petsay
/petsay_pow
/petsay_name
/petsay_all
Each of the petcom commands can be followed by one stance and/or one
command. That probably sounds complicated so here are some 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
"Protector Bots" to attack your target and be aggressive)

/petcom_all goto defensive (tell all pets to goto a spot and be defensive)

FYI: 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 zom att def
That would bind a command to the middle mouse button to make all pets with
name starting with "zom", in this case zombies, attack and be defensive.

The petsay commands work the same way, but will allow you to have your pet
say something:

/petsay_all <em praise>You are the greatest!

That will make your Henchmen bow and worship you.
CoV - Soundspeed (Son/Kin Cor)
CoH - Ms Taken (Storm/NRG Def) GoldenRock (Rock/Rock Tank)
WoW - Omikron (Druid) KappaOmikron (Shaman)
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Wolfy-at-work
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Post by Wolfy-at-work » 17 Oct 2005, 10:30

Things ive noticed in COV about masterminds.

1. Minions a plenty !

First point would be that Minions are actually given faster than that chart you posted Nucleon.

I had my second minion at 6 so the growth curve for minions is pritty hefty, the other note is that minions are probably the worst class to have in a group for a mission becuase after your second Mastermind you have so many minions that its like walking in with a small army. This makes it extremely hard on classes like Stalkers and Brutes who need to get into melee as you often find yourself bottlenecked in doorways. I guess on the other side of the coin it's probably great for corruptors and dominators.

2. Leadership abilities should be taken before the minion specific abilities.

I hear a few people say HUh ?? but honestly it makes sense, Leadership abilities gain major benifits from enhancment slots however as an example there is absolutely no bonus to putting enchancements into Equip Robot as all you can do is make it cost less endurance or recharge faster, neither of which seamed to have been an issue when ive used them.

Also as a note I have never had a problem is with running out of endurances as a Mastermind so it makes complete sense to take toggle abilities which have a constant drain to use up that extra endurance which is most likely just going to waste.

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Post by Spyder » 17 Oct 2005, 10:41

yeah they changed the numbers; instead of 10 and 20 it's now 6 and (I hear) 18 that you get extra minions.
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Post by MJ » 17 Oct 2005, 10:45

i think masterminds will put me off playing CoV, i raged enough about controllers and their pets :evil:
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Post by Spyder » 17 Oct 2005, 10:58

the difference with masterminds is that you have complete control over them, so if something goes wrong you can rage at the person instead.

they've been balanced with this in mind so my guess is they're actually weaker than controller pets. The minions certainly die fast enough compared to my illusion controller in CoH.
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Post by Wolfy-at-work » 17 Oct 2005, 11:38

It's kinda funny, I really want to play a mastermind.

I really like the idea and im a big minion fan (comes from being a strategy freak)

I just have a massive fear that with so many players wanting to try them they are gonna get nerfed just to balance population and help with server load (all those minions have gotta be hard on the servers)

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Post by Monarche » 17 Oct 2005, 12:41

So what's the best class to compliment MMs? something to buff the little army of summoned goons?
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Post by Rockitt » 17 Oct 2005, 12:56

With regard to MM minions, how resilient are they? How about damage output? I am curious about game balance. Would a MM with 6 minions inflict more damage than a blaster/scrapper? Of course, they are so many variables to consider but, as I said, I'm curious as to how Cryptic is handling AT balance.

Mind you, I question the survivability of MMs in PvP. In every MMORPG I've played, pet classes are great in PvE but vulnerable in PvP as you simply ignore the pets and kill the player.

I will play a MM as an alt but I am leaning towards a Corruptor as a main. Undecided as to energy, sonic or ice as a primary powerset but almost certain to go thermal resonance as secondary. That puts me squarely into the heal/buff/debuff realm but lets me deal damage as well. Scourge also sounds good.

Second choice would be a Brute. Not certain of pri/sec powersets.

Cheers
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Post by Wolfy-at-work » 17 Oct 2005, 16:12

I would have to say I think they will be very dangerous in PVP.

But it is dependant on how they are setup.

The major issue would be that most minions (especially robots) are imune to stun's and fear so they will keep hammering you until their mastermind is killed.

Also unlike many other games they have a whole bunch of abilities which will allow them to travel long distances very fast.

I can imagine nothing worse then sneaking up on a mastermind only to find his minions are stealthed and he super jumps out leaving you in the middle of a hail of minion fire.

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Post by nucleon » 17 Oct 2005, 22:29

Rockitt wrote:With regard to MM minions, how resilient are they? How about damage output? I am curious about game balance. Would a MM with 6 minions inflict more damage than a blaster/scrapper? Of course, they are so many variables to consider but, as I said, I'm curious as to how Cryptic is handling AT balance.

Mind you, I question the survivability of MMs in PvP. In every MMORPG I've played, pet classes are great in PvE but vulnerable in PvP as you simply ignore the pets and kill the player.

I will play a MM as an alt but I am leaning towards a Corruptor as a main. Undecided as to energy, sonic or ice as a primary powerset but almost certain to go thermal resonance as secondary. That puts me squarely into the heal/buff/debuff realm but lets me deal damage as well. Scourge also sounds good.

Second choice would be a Brute. Not certain of pri/sec powersets.

Cheers
Rob



SCOURGE!!!!

Scourge is surprisingly a _lot_ of fun. I hate to say it, but sonic powers still make me crook. In theory they look very useful, with -RES secondary effect. I could imagine a sonic/kin or sonic/rad being very useful to improve the dmg output of the team.

-- Craig
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Post by nucleon » 17 Oct 2005, 22:31

drbozzle wrote:i think masterminds will put me off playing CoV, i raged enough about controllers and their pets :evil:


You're going to hate x/traps MMs. A zombie/traps MM can summon 15pets in total. Yep, you heard me, a total of 15pets. Most of the traps pets are immovable.

We'd love to have you onbaord Dr B.

Like spyder said, the pets for MMs are easier to control. Although with 3x MMs in the team, as a corrupter, I didn't have to do too much.

-- Craig
CoV - Soundspeed (Son/Kin Cor)
CoH - Ms Taken (Storm/NRG Def) GoldenRock (Rock/Rock Tank)
WoW - Omikron (Druid) KappaOmikron (Shaman)
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Post by nucleon » 17 Oct 2005, 22:32

Spyder wrote:yeah they changed the numbers; instead of 10 and 20 it's now 6 and (I hear) 18 that you get extra minions.


Yeah wolfy, the above text was pinched from an early post by positron on the CoV forums. Not exactly sure the details, but yeah level 6 is when you get 2 L1 pets.

-- Craig
CoV - Soundspeed (Son/Kin Cor)
CoH - Ms Taken (Storm/NRG Def) GoldenRock (Rock/Rock Tank)
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Post by MJ » 18 Oct 2005, 01:57

nucleon wrote:
drbozzle wrote:i think masterminds will put me off playing CoV, i raged enough about controllers and their pets :evil:


You're going to hate x/traps MMs. A zombie/traps MM can summon 15pets in total. Yep, you heard me, a total of 15pets. Most of the traps pets are immovable.

We'd love to have you onbaord Dr B.

Like spyder said, the pets for MMs are easier to control. Although with 3x MMs in the team, as a corrupter, I didn't have to do too much.

-- Craig


i'll log gun on and come gank you and your pesky minions :P
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