Tuesday, February 17, 2009

Masterminds... lords of the universe


During my revisit with City of Villains and Heroes, I quickly fell in love with the Mastermind Class. The base premise is you summon minions to your beckon call to fight for you. Much like the hunter class in warcraft (nobody tell BRK there is another hunter like convert). Unlike the hunter class in warcraft though, you eventually can control up to 6 minions at one time... and added in a later patch they have the ability to bodyguard for you, taking a portion of damage for you.

The primary choices you start with takes the form of your fighting force.
1. Mercenaries - Soldiers at your beacon call that are excellent long range gun fighters, and also later employ other military weapons such as explosives and a field medic who can help healing. A merc mastermind will also have the potential to get a super solider formula, that you inject in one of your minions to super charge them for a short time.
Your primary weapon is an assault rifle which can have excellent range and damage for when you feel like getting your hands dirty.

2. Necromancy - Nothing like a mix of magic and zombie brain eating to terrorize the good citizens of paragon city. You control up to 6 zombies of varying strength, who generally crew at people in melee range. They can however be upgraded to cast projectile vomit. Later on, if one happens to die, you can re-raise it as a ghost who has different buff/debuff/damage abilities.
Your primary weapon here is magic spells that damage and lower the enemies ability to hit.

3. Ninjas - One half of the age old battle (thankfully Pirates are not a playable powerset... yet). You are able to summon a handful of ninja warriors who primarily stick to melee range, although they have several ranged tricks too. The classic smoke bomb allows you to hide one of your henchmen allowing him to preform critical strikes against your foes while remaining stealthed.
Your primary weapon is a bow and arrow, which has a handful of techniques for hitting one enemy or several.

4. Robotics - These minions are born (or grown in a clone vat), they are made from titanium and plastic. Armed with lasers, these robots will burn down enemies from a distance. Later on you even get a force field bot who's job is to make sure everyone is protected with their own personal shield, then kill his target with a cold scientific glare of his LED eyes. Metal is stronger then flesh, and much easier to repair with wrench and welder, which a Robotic mastermind is able to do naturally.
Your primary weapon is the sci-fi Pulse Rifle, since it wouldn't be a good sci-fi villain without your own personal lasers to play with.

5. Thugs - Sometimes the best henchmen are found on the street. These gang members are a dime a dozen, but still very useful for shooting down your foes with their dual pistol attacks and brute force super strength. Once you progress some, your lieutenants are able to provide some better leadership (which raises damage output for everyone in your party and your minions). And of course if things get hairy... and 6 minions aren't enough, you can always declare a gang war, which summons 10 more friends to your aid for short time. They are all pretty green though, and little more then human shields... but any that survive might prove to be a loyal minion one day.
Your primary weapons are dual pistols that pack a heavy punch, knocking down smaller foes. It is not a powerset that blasters or corruptors can call upon (unlike assult rifle)... so there will be the occasional toon who picked up every single gun trick, and no minions... running around with pistols trying to kill bad guys. This is not an advisable stradegy for playing a mastermind, as they generally have few hit points and no real damage advantage for direct ranged attacks.


The secondary power set falls into the support category. From storm summoning, to gadgets, to trick arrows, and the recently added pain domination... you take what best suits your play style.

Personally my Merc mastermind took pain domination as his secondary power set, coupled with super speed (which allows all my cooldowns to be cut down dramatically) The powerset mimics the empathy powerset from the hero side, which is almost all healing spells, or buff spells. At level 16 I have 2 offensive attacks with my rifle, otherwise I generally let my minions attack large groups and keep them upright long enough to do all the damage. I'm also valuable in teams, since healing is not as common a talent in CoX compared to other games, such as Warcraft.

My other mastermind took thugs and poison, with slightly different play style, since poison tends to drop enemies defenses and attack power quickly, allowing my boys to pick them off while their weak. And in a pinch, I can throw a ball of poison to heal my minions in trouble.

Traps is another solid secondary choice, giving you the ability to hold your enemy in place long enough for your minions to finish the job. One major problem when fighting mobs is runners. They have little issue running to their friends nearby (and not so nearby) to bring them into the fight, which quickly turns into a clusterfu-.

So fire up your CoX client and sit back. Evil shouldn't be to hard for the CEO's of crime. Let middle management handle the dirty work and you sit back and watch the carnage.

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