Red_Zero

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  1. [ QUOTE ]
    Is there a more comprehensive emote guide?

    [/ QUOTE ]

    Just look in the player guide section, there are a couple.

    [ QUOTE ]
    My MM is currently lvl 27 and I was wondering if when I get to lvl 32 if I'm going to have to upgrade my pets twice or if the lvl 32 upgrade takes care of the powers from the original upgrade. It takes so long to do the first upgrade on 6 pets, it'd be somewhat of a pain to do 2.

    [/ QUOTE ]

    If you want both upgrades you will have to do them both seperately to each henchmen. These upgrades grant different powers to the henchmen. The first upgrade is slow, the second upgrade is very slow. What you probably will want to do is use the first upgrade on all henchmen and start running and then use the second upgrade as it becomes available. This is the price of the power set.
  2. You mean when mobs are disoriented they won't fly away at great speed, jump tall buildings in a single bound, and move faster than a speeding bullet?

    How about when the are held or immobilized? Will they still hover in mid air encased in a block of ice, or will the actually fall to the ground?

    Those bugs are old old old!! And its not like they havent been bugged, I know, I have bugged them and got tired of bugging the same issue. It might not "break the game" but its very frustrating on the player side especially when faced with a difficult opponent.
  3. As far as I know, all Henchmen when recieving upgrade also recieve a slight but noticable change in their graphics afterward. I.E. Battle Drones blaster goes from one barrel to two when Equipt.
  4. [ QUOTE ]
    You don't start giving up Inf. for Prestige until level 24.

    [/ QUOTE ]

    More like don't start giving up Influency/Infamy for Prestige until level 51! HECK!! Who is this character who earned 1 Million Influence at level 24 anyway that is the minimun amount you are allowed to convert to Prestige?! I would Like to know there secret.

    Lets see, for 1,000,000 Influence/Infamy I can get a whole lot of Single Origins to outfit my character with OR exchange it for enough Prestige to by two realy nice light fixtures to decorate my Entrance Room with. I mean they really make that little 3x3 room look so nice. Maybe I will splurge and get a wall painting to go with it.

    I think I will stick with keeping the Influence/Infamy, Thank You. If the conversion rate was bumped up a decimal placement then I'll actually think about it, but as now its a very bad joke and no one is laughing at it on this side.
  5. DOH!

    I'll have to add that in to the next revision, but not planning on that til the Epic (Ancillary) Power Pool get released, or new powers sets are available, or some other important or major change to Masterminds happens. I know they have a few in the works, Thugs, Insects, Elementals, and Demons I believe. But don't hold your breath for any of that to come any time soon.
  6. Red_Zero

    Salvage Limit

    [ QUOTE ]

    #1-if you have a life outside of CoV, THEN DO IT! Nobody's stopping you from doing it. You don't hear me complaining about not owning a BMW but 3 people on my street do, do you? They work hard for what they want. If you want the grand base the you are thinking about, then you are going to have to work for it. It's that simple.


    [/ QUOTE ]

    Blah, you miss the point entirely. If the man-hours involved in producing enough Prestige is so high that it takes several months or even years of casual gameplay by a moderately sized Supergroup to build an operational base of Moderate size before any relevant benifit or use is gained from it then the content that was payed for in subscribing to the game is largely inaccessible, and that's a big negative. I'm not asking for instant gratification, I just want to see something that is more accessible, and what I'm currently seeing is the prospect of a very large amount of work and effort in getting very little to no reward over a long period of time. That's a big no-go in my book because that is not fun.

    [ QUOTE ]
    you gain experience at the same rate in VG mode as you do out of VG mode, it's the infamy/prestige that you want to refer to. When in VG mode, then some of your infamy is taken away to be turned into prestige, when out of VG mode, then you get full infamy

    [/ QUOTE ]

    Simply too many terms and I got them mixed up. Never like Prestige to begin with, would have rather just gone with paying by means of Influence/Infamy.
  7. Red_Zero

    Salvage Limit

    I tried to put together just a basic base for my supergroup with what we had and all we can manage right now is the basic rooms, Energy, Control, and a Tech workshop. The rooms are pretty much empty with no functional equipment because we cannot afford any even after getting (whats left) of the Supergroup together over the weekend and running in Supergroup mode for several hours.

    I have a real question: Given the cost of developing the base and expanding it over time, exactly how many Man-Hours of Game Play is it suppose to take to get this up and running? How many Bosses, Minion, LTs, Arch-Villains and Monsters is it gonna take? How many Missions and Taskforces is that gonna translate too? How many active players (NOT CHARACTERS) in an SG need to contribute to this to make it worth while?

    Ya know what? Some of us CoH/CoV fans do actually have a life, and jobs, and resposiblities, and other commitments. I thought about draining some of that excess Influence and asking my fellow SG members to do the same but the coversion rate is HORRIBLE!! I doubt even if I could get most of my SG to drain most of thier Influence on thier level 50 characters that it would be enough to get a decent jumpstart and get the infrastructure of the SG Base up and running at this point.

    AND if a character wants to advance at some point the will need to be turning off that SG mode to earn experience. Which means characters can not always be in SG Mode, so we lose potential Man-Hours right their.

    The Prestige earned and coversion from Influence to Prestige needs to be increased by a factor of 10.
  8. [ QUOTE ]
    Thanks for this, but where can I find Positron's guide, we had one in Beta and I forgot to save it on to my PC. Doh!

    [/ QUOTE ]

    The first parts of the notes are Positron and pohsyb posting from beta with a few other notes thrown in on a few points. If your refering to another posting then I am afraid I don't have it or know what your specifically refering to, but it all seems pretty comprehensive to me.

    I added some color and table of contents to it in order to help navigate though it all as it is a rather long posting with other postings intergrated into it, so if it does not look immediately recognizable then that may be why.
  9. Mastermind Notes v.2.1

    An overview of Masterminds, including notes from beta, pictures of the Henchmen, Henchmen descriptions and powers, power descriptions, basic commands, powerpool notes, ect.
  10. Only a few minor tweeks, nothing major. I though I should at least put this here just incase. Will try and get it updated if anything significant should happen with Masterminds.
  11. ------------------------------------------------------------
    MASTERMIND NOTES v.2.1
    ------------------------------------------------------------


    Archetype Summary
    Giving Your Henchmen Commands
    Powerset Quick Reference
    .. Henchman Summoning Tiers
    .. Henchman Unlock Guide
    .. Inherent Power
    Primary Powersets
    .. Mercenaries:
    .. Necromancy:
    .. Ninjas:
    .. Robotics:
    Secondary Powersets
    .. Traps:
    .. Dark Miasma:
    .. Force Field:
    .. Poison:
    .. Trick Arrow:
    CREDITS and Acknowledgements
    Emotes for Fun

    ------------------------------------------------------------
    Archetype Summary
    ------------------------------------------------------------

    MASTERMIND
    Hit Points: Low
    Damage: Medium
    Primary Powers: Summon
    Secondary Powers: Buff

    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 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.

    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 5. At level 6 you get your second L1 Henchman, and at level 18 you get your third. When you get your second L1 Henchman, they are both summoned at 1 level below you. When you get your third L1 Henchman they are all 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. Group Fly and Group Teleport will take all of your Henchmen with you. Any power that requires a defeated target will not work on a defeated henchman.

    NOTES:
    LEADERSHIP POOL:
    The Leadership Pool powers for Manuevers, Assault, and Tactics are at 60% of Defender's. Vengence will not work on a fallen henchmen though they can benifit from the buff if Vengence is used on a fallen teammate. Leadership works a lot like Supremacy so its a good combo for Masterminds. As of this posting the number are believe to be the following:
    . . . Manuevers = +2.25%
    . . . Assault = + 11.25%
    . . . Tactics = 7.5%

    CONCEALMENT POOL:
    An important note about stealth and invisiblity is that the two are not the same thing. Supremacy will work with Stealth or any power that grants stealth like effects. Supremacy will NOT work with any power that grants YOU the Mastermind Invisibility. The Henchmen must see you for them to get the benifits of Supremacy. Stealth allows this, invisiblity does not. However, you do not have to see them, meaning your Henchmen can be invisiblible all you want.

    Phase Shift will also remove the benifits of Supremacy as you can only use powers that affect yourself while using it, and Supremacy counts as a power.

    MEDICINE POOL:
    Recuscitate will not work to revive fallen henchmen.


    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 onto the name of the Henchman you want to inspire in your Pet Window. You can not use an Awaken Inspiration on your Henchmen, but they will gladly accept all other Inspirations and use them immediately.
    You can also drag the Inspiration directly onto the Henchmen you wish to inspire.

    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.

    Henchmen that can cast buffs will do so to ensure that you and all of your other Henchmen have the buff. Henchmen that heal will heal the most damaged legal target when the healing power is recharged. (Protector Bot healing can only heal other robots, not characters).

    ------------------------------------------------------------
    Giving Your Henchmen Commands
    ------------------------------------------------------------

    When you start as a Mastermind, you have three pre-made Macros set up for you:
    * Attack: This will send all your henchmen to attack your currently selected target, and then attack other targets within their aggro range.

    * Follow:This will make all your henchmen follow you and attack things that come within their aggro range (this is the default Pet behavior of City of Heroes).

    * Heel:This will make all your henchmen return to you, follow you, and never, ever attack anything until given a new order.
    You can switch the Henchmen interface to "Advanced mode" which gives you fine-tune control over your pets

    You can also drag more macro buttons to the Power Tray. These are all edit-able, so once they are in your Power Tray you can right click them and edit from there.
    Click here to see how it is done!

    Also, if you get tired of your pets auto-response every time you use one of these buttons, you can go into your menu options and disable the pet response text. This will not disable any thing you make the pet(s) say with /petsay but it does get rid of all those auto-repose messages when giving them commands.

    Advanced Mode
    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: Allows the Henchmen a more dignified exit than /release_pets and can be specific about which one(s).

    Also as a seperate command:
    /release_pets destroys all pets and henchmen you own.

    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.

    ------------------------------------------------------------
    Powerset Quick Reference
    ------------------------------------------------------------


    Henchman Summoning Tiers
    ------------------------------------------------------------
    Tier One: Zombies, Genin, Battle Drones, Soldiers, Medics
    Tier Two: Grave Knights, Jonin, Protector Bots, Spec Ops
    Tier Three: Lich, Oni, Assault Bot, Commando
    Special Tier: Ghost*, Dark Servant**, Seeker Drones***, Force Field Generator***
    *This henchman only exists for a limited time
    **This pet cannot be commanded and only exist for a limited time
    *** These pets can not be commanded

    Henchman Unlock Guide
    ------------------------------------------------------------
    LVL 1 : 1 Tier One Hench
    LVL 6 : 2 Tier One Henches*
    LVL 12 : 1 Tier Two Hench, 2 Tier One Henches*
    LVL 16 : Force Field Generator (Traps Only), 1 Tier Two Hench, 2 Tier One Henches*
    LVL 18 : Ghost (Necro Only), Force Field Generator (Traps Only), 1 Tier Two Hench, 3 Tier One Henches**
    LVL 24 : Ghost (Necro Only), Force Field Generator (Traps Only), 2 Tier Two Henches*, 3 Tier One Henches**
    LVL 26 : Ghost (Necro Only), Force Field Generator (Traps Only), 1 Tier Three Hench, 2 Tier Two Henches *, 3 Tier One Henches**
    LVL 28 : Seeker Drones (Traps Only), Ghost (Necro Only), Force Field Generator (Traps Only), 1 Tier Three Hench, 2 Tier Two Henches *, 3 Tier One Henches**
    LVL 38 : Dark Servant (Miasma Only), Seeker Drones (Traps Only), Force Field Generator (Traps Only), Ghost (Necro Only), 1 Tier Three Hench, 2 Tier Two Henches*, 3 Tier One Henches**
    *Summoned at -1 level (White Con)
    **Summoned at -2 level (Blue Con)

    Inherent Power
    ------------------------------------------------------------
    Supremacy[/b] (PBAoE, Henchman +Acc, +Dam)
    A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby.
    -Unenhanceable, 65ft Radius, Line of Sight Required
    NOTE: This has been calculated to be a +15% buff as of this time.


    ------------------------------------------------------------
    Primary Powersets
    ------------------------------------------------------------

    Mercenaries:
    Despite their reputations, Mercenaries are extremely loyal and dedicated soldiers. They are the best at what they do, and they always follow orders, exactly what a Mastermind needs. Mercenaries typically use conventional weapons and all Mercenaries have body armor that gives them resistance to smashing and lethal damage and their training makes them resistant to Confusion and Placate.

    1: Burst
    Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT), Recharge: Fast

    1: Soldiers - (1st and 2nd First Tier Henchmen)
    Calls forth one to three Mercenary Soldiers (depending on your level) to do your bidding. The third Soldier you gain will be a Medic. All Soldiers use Sub Machine Guns, but these can be upgraded. You may only have 3 Soldiers under your control at any given time. If you attempt to call Soldiers, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long
    [color=sky blue]Soldiers [/color] - (1st and 2nd First Tier Henchmen)
    Auto Res Confuse, Placate, Smashing (28), Lethal (28)
    Initial Abilities: ASMG Burst
    Equip Mercenary: ASMG Heavy Burst
    Tactical Upgrade: Auto Fire
    Mercenaries-Soldier Picture

    [color=sky blue]Medic [/color] - (3rd First Tier Henchman)
    Auto Res Confuse, Placate, Smashing (28), Lethal (28)
    Initial Abilities: Med Kit, SMG Burst
    Equip Mercenary: SMG Heavy Burst
    Tactical Upgrade: Stimulant, Frag Grenade
    Mercenaries-Medic Picture

    2: Slug
    Fires a single Slug at a targeted foe. Firing a single Slug is slower than firing a Burst, but deals more damage, is longer range, and can knock down foes. Damage: High, Recharge: Moderate

    6: Equip Mercenary
    Equip your Mercenary Henchmen with more advanced munitions and weaponry. This power permanently bestows new weapons and abilities to one Mercenary Henchman. The powers gained are unique and dependant upon the target Mercenary Henchman. This power only works on your Mercenary Henchmen and you can only Equip any given Mercenary Henchman once. Recharge: Slow

    8: M30 Grenade
    Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Damage: Moderate, Recharge: Slow

    12: Spec Ops
    You can enlist one to two highly skilled Spec Ops Mercenary (depending on your level). Spec Ops weapons are highly accurate and long ranged, and they are adept in may different tactical weapons. Like all Henchmen, Spec Ops can be equipped with even deadlier munitions. You may only have 2 Spec Ops under your control at any given time. If you attempt to summon more Spec Ops, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long
    [color=sky blue]Spec Ops [/color]
    Auto Res Confuse, Placate, Smashing (28), Lethal (28)
    Initial Abilities: SCAR Burst, SCAR Heavy Burst, Web Grenade
    Equip Mercenary: Rifle Butt, Flash Bang
    Tactical Upgrade: SCAR Snipe, Tear Gas, Stealth
    Mercenaries-Spec Ops Picture

    18: Serum
    You can use a special Serum to turn one Mercenary into a virtually Unstoppable killing machine for a short time. Once the Mercenary is injected with this Serum, his Damage, Accuracy, Endurance Recovery, and Damage Resistance to all damage except Psionics, will be greatly increased. The target Mercenary will also be virtually immune to controlling effects including Disorient, Sleep, Hold, Immobilize and Knockback. After the Serum wears off, the Mercenary will be exhausted and drained of all Endurance for a while. Recharge: Very Long

    26: Commando
    Enlists one highly trained Commando. The Commando is a seasoned professional who favors heavy assault weapons. He is simply a one may army that can leave a wake of destruction in his path. In addition to standard Soldier resistance, the Commandos experience also makes him resistant to Fear and his rugged advanced training makes him slightly resistant to Fire, Cold and Toxic Damage. You may only have 1 Commando under your control at any given time. If you attempt to summon another Commando, the power will fail. Recharge: Very Long
    [color=sky blue]Commando [/color]
    Auto Res Fear, Confuse, Placate, Smashing (28), Lethal (28), Fire (7), Cold (7), Toxic (7)
    Initial Abilities: Burst, Slug
    Equip Mercenary: Buckshot, Full Auto
    Tactical Upgrade: M30 Grenade, Flamethrower, LRM Rocket
    Mercenaries - Commando Picture

    32: Tactical Upgrade
    Permanently Upgrade the most advanced tactical weapons and gears to one Mercenary Henchman. The Tactically Upgraded Mercenary will gain powers, weapons and munitions. The powers gained are unique and dependant upon the target Mercenary Henchman that is Upgraded. This power only works on your Mercenary Henchmen and you can only Tactically Upgrade any given Mercenary Henchman once. Recharge: Very Slow

    ------------------------------------------------------------

    Necromancy:
    Command the forces of Death. Necromancy allows you to summon undead henchmen to do your bidding. Some Necromancy powers can even grant your undead henchmen additional powers. Most Undead Henchmen generally have good resistances to Cold, Negative Energy, and Psionic damage as well as Sleep, Fear and Disorient. They are vulnerable to Energy and Fire damage. Undead Henchmen cannot be resurrected.

    1: Dark Blast
    A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast

    1: Zombie Horde
    Summons one to three Zombies (Depending on your level) to do your bidding. Zombies are very tough but can be slow and stupid. They start our with only rudimentary melee attacks, but can be empowered with range and even life draining powers. You may only have 3 Zombies under your control at any given time. If you attempt to summon more Zombies, you can only replace the ones you have lost in battle. If you already have three, the power will fizzle. Recharge: Very Long
    [color=sky blue]Zombies [/color]
    Auto Res Sleep, Fear, Disorient, Slow, Smashing (28), Cold (28), Negative (28), Toxic (28), Psionic (42)
    Initial Abilities: Zombie Brawl
    Enchant Undead: Projectile Vomit, Zombie Vomit
    Dark Empowerment: Siphon Life
    Necromancy - Zombies Picture

    2: Gloom
    Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time. Damage: High(DoT), Recharge: Moderate

    6: Enchant Undead
    Enchant Undead will permanently bestow new powers and abilities to your Undead Henchman. The powers gained are unique and dependant upon the target Undead Henchman that is Enchanted. Enchant Undead only works on your Undead Henchman and you can only Enchant any given Undead Henchman once. Recharge: Slow

    8: Life Drain
    You can tap the power of the Netherworld to steal some life from a target foe and reduce his Accuracy. Some of that stolen life is transferred to you in the form of Hit Points. Damage: Moderate, Recharge: Slow

    12: Grave Knight
    You can summon one to two powerful Grave Knights (depending on your level) to do your bidding. Grave Knights come well equipped with several attack powers and can be empowered with even more. Revenants are relentless entities and want nothing more than to tear the flesh off the living. You may only have 2 Grave Knights under your control at any given time. If you attempt to summon more Grave Knights, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long
    [color=sky blue]Grave Knights [/color]
    Auto Res Sleep, Fear, Disorient, Slow, Cold (28), Negative (28), Toxic (28), Psionic (42)
    Initial Abilities: Hack, Slash, Dark Blast
    Enchant Undead: Disembowel, Gloom
    Dark Empowerment: Head Splitter, Siphon Life
    Necromancy - Grave Knight Picture

    18: Soul Extraction
    You can extract the soul from one of your defeated undead henchmen and summon a Ghost to do your bidding. The rank and power of this summoned Ghost is a dependent upon the power of the defeated undead henchman. Unlike your other henchman, the Ghost is only loosely bound to your control and will eventually move on to the next world. Recharge: Very Long
    [color=sky blue]Ghost (Spirit / Tormented Soul / Wraith) [/color]
    Auto Res Sleep, Fear, Immobilize, Slow, Smashing (28), Lethal (28), Cold (28), Negative (28), Toxic (28)
    Initial Abilities: Phase Shift, Ghastly Blast, Fly, Life Drain, Necroplasmic Grasp
    Necromancy - Ghost - Spirit Picture
    Necromancy - Ghost - Tormented Soul Picture
    Necromancy - Ghost - Wraith Picture

    26: Lich
    Summons a dark and powerful Lich. The lich is an undead entity that, when alive, possessed many dark powers of his own. Perhaps it was a dark wizard, or powerful arch villain. Perhaps it was even a Necromancer. Now it only hungers for the souls of the living, and is quite good at feeding itself. The Litch specializes in dark control and draining powers. You may only have 1 Lich under your control at any given time. If you attempt to summon another Lich, the power will fizzle. Recharge: Very Long
    [color=sky blue]Lich [/color]
    Auto Res Sleep, Fear, Negative (28), Toxic (28), Cold (28)
    Initial Abilities: Dark Blast, Torrent
    Enchant Undead: Tenebrous Tentacles, Life Drain
    Dark Empowerment: Fearsome Stare, Petrifying Gaze
    Necromancy - Lich Picture

    32: Dark Empowerment
    Dark Empowerment will permanently bestow the mot powerful and darkest new powers and abilities to your Undead Henchman. The Empowered Undead will gain new abilities and powers. The powers gained are unique and dependant upon the target Undead Henchman that is Empowered. Dark Empowerment only works on your Undead Henchman and you can only Empower any given Undead Henchman once. Recharge: Very Slow

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    Ninjas:
    You are known by many names. Sensei, Shogun, Kage, Lord. What you are is a Master of the most deadly assassins the world has ever seen. You are a Ninja Master. Command your Ninja Henchmen and even train them in new weapons and techniques. Ninjas have superior reflexes and can even super leap. Their training makes the, highly resistant to Confusion. Ninja Henchmen cannot be resurrected.

    1: Snap Shot
    A quick attack that fires an arrow at your foe after only minimal aiming. Fast, but little damage. Damage: Minor, Recharge: Fast

    1: Call Genin
    Calls forth one to three Genin Ninja (depending on your level) to do your bidding. Genin have good reflexes and jumping skill, but thay are still the lowest rank Ninja and posses the most rudimentary skills, However, they can be trained in more advanced techniques and weapons. You may only have 3 Genin under your control at any given time. If you attempt to call Genin, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long
    [color=sky blue]Genin [/color]
    Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,7)
    Initial Abilities: Thunder Kick, Shuriken
    Training: Snap Shot, Storm Kick
    Kuji-In Zen: Aimed Shot, Crane Kick, Super Leap
    Ninjas - Genin Picture

    2: Aimed Shot
    Though it takes longer to execute, your Aimed Shot deals greater damage than Snap Shot. Damage: High, Recharge: Moderate

    6: Train Ninjas
    Train your Ninjas Robots with more advanced techniques and weaponry. This power permanently bestow new powers and abilities to your Ninja Henchman. The powers gained are unique and dependant upon the target Ninja Henchman. This power only works on your Ninja Henchman and you can only Train any given Ninja Henchman once. Recharge: Slow

    8: Fistful of Arrows
    You fire a fistful of arrows at foes in a cone in front of you. Good at close range. Damage: Moderate, Recharge: Moderate

    12: Call Jounin
    You can summon one to two highly skilled Jounin Ninja (depending on your level). Jounin Ninja are master assassins and expert swordsmen. They possess superior reflexes and jumping skill. Like all Henchmen, Jounin can be trained in even deadlier Ninjitsu techniques and weapons. You may only have 2 Jounin under your control at any given time. If you attempt to summon more Jounin, you can only replace the ones you have lost in battle. If you already have two, the power will fail. Recharge: Very Long
    [color=sky blue]Jounin [/color]
    Auto Res(Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,14)
    Initial Abilities: Sting of the Wasp, Gambler's Cut, Caltrops
    Training: Soaring Dragon, Poison Dart, Placate, Super Leap
    Kuji-In Zen: Golden Dragonfly, Blinding Powder, Hide
    Ninjas - Jounin Picture

    18: Smoke Flash
    You can throw a Smoke Bomb at one of your Ninja Henchmen. The Flash of smoke will allow your Ninja to become stealthy and Hidden from any of his nearby foes, enabling him to perform a Critical hit with his next attack. You can only use this power on a Ninja Henchmen. Recharge: Slow

    26: Oni
    Summons an ancient and powerful Oni. An Oni is a powerful human-like demon warrior. The Oni is a formidable creature who possesses the skill of a warrior and the powers of wind and fire. You may only have 1 Oni under your control at any given time. If you attempt to summon another Oni, the power will fizzle. Recharge: Very Long
    [color=sky blue]Oni [/color]
    Auto Res(Smashing, Lethal, Fire, Confuse, Taunt), +SPD, +DEF (Mel/Rng/AoE,14)
    Initial Abilities: Super Leap, Fire Sword Slash, Fire Blast
    Training: Fire Sword Hack, Ring of Fire, Fire Breath
    Kuji-In Zen: Char, Rain of Fire
    Ninjas - Oni Picture

    32: Kuji In Zen
    Kuji In Zen will permanently bestow the mot advanced techniques and powers to your Ninja Henchman. The Enlightened Ninja will gain new abilities, powers and weapons. The powers gained are unique and dependant upon the target Ninja Henchman that is Enlightened. This power only works on your Ninja Henchman and you can only Enlighten any given Ninja Henchman once. Recharge: Very Slow

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    Robotics:
    You are a Master of Robotics. You don't need to recuit or summon your henchmen, you can build your own. Robotics allows you to construct an army of mechanical henchmen to do your bidding. Your skills also allow you to repair and upgrade your Robots in order to keep your army in tip-top shape. Robot Henchmen generally have good resistances to Lethal, Cold and Psionic damage, as well as Sleep Fear and Disorient. They are generally vulnerable to Energy damage and EMP attacks. Robot Henchmen cannot be resurrected.

    1: Pulse Rifle Blast
    This Pulse Rifle can fire a long range blast of energy. Deals moderate Energy damage. Damage: Moderate, Recharge: Fast

    1: Battle Drones
    Construct one to three Battle Drones (depending on your level) to do your bidding. Drones start out with only basic weaponry, but can be upgraded with heavier energy weapons. Drones can Super Leap. You may only have 3 Drones under your control at any given time. If you attempt to construct more Drones, you can only replace the ones you have lost in battle. If you already have three, the power will fail. Recharge: Very Long
    [color=sky blue]Battle Drones [/color]
    Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
    Initial Abilities: Super Leap, Laser Burst, Smash
    Equip Robot: Heavy Laser Burst
    Upgrade Robot: Full Auto Laser
    Robotics - Battle Drone Picture

    2: Pulse Rifle Burst
    This high powered burst from your Pulse Rifle takes more energy to fire, but causes much more damage than a standard blast and has a very good chance to send your foes flying. Damage: Moderate, Recharge: Fast

    6: Equip Robot
    Equip your Robots with the latest gear and weaponry. This power permanently bestow new powers and abilities to your Robot Henchman. The powers gained are unique and dependant upon the target Robot Henchman that is Equipped. This power only works on your Robot Henchman and you can only Equip any given Robot Henchman once. Recharge: Slow

    8: Photon Grenade
    Launches an Energy Grenade at long range from your Pulse Rifle. The energy from this explosion can Disorient some targets in the affected area. Damage: Moderate, Recharge: Slow

    12: Protector Bots
    You can summon one to two powerful Protector Bots (depending on your level). Protector Bots can defend your army by placing Force Fields on you and your allies. They can even be equipped to repair your other Robot Henchmen. Make no mistake though, the best defense is a good offence, and Protector Bots are well equipped with energy weapons. You may only have 2 Protector Bots under your control at any given time. If you attempt to summon more Protector Bots, you can only replace the ones you have lost in battle. If you already have two, the power will fizzle. Recharge: Very Long
    [color=sky blue]Protector Bots [/color]
    Auto Res Sleep, Fear, Disorient, Lethal (28), Cold (28), Psionic (42)
    Initial Abilities: Laser Burst, Force Shield
    Equip Robot: Heavy Laser Burst, Repair
    Upgrade Robot: Photon Grenade, Seeker Drones
    Robotics - Protector Bots Picture

    18: Repair
    Repairs one Robot Henchmen for full health and restores some of its Endurance. This power only works on your Robot Henchmen. Recharge: Slow

    26: Assault Bot
    Builds one massive Assault Bot. Simply put, the Assault Bot is a killing machine. There is nothing subtle about its weaponry. You may only have 1 Assault Bot under your control at any given time. If you attempt to summon another Assault Bot, the power will fizzle. Recharge: Very Long
    [color=sky blue]Assault Bot [/color]
    Auto Res Sleep, Fear, Disorient, Lethal (42), Cold (42), Psionic (42)
    Initial Abilities: Plasma Blast, Smash
    Equip Robot: Dual Plasma Blast, Flamethrower
    Upgrade Robot: Swarm Missiles, Incendiary Swarm Missiles
    Robotics - Assualt Bot Picture


    32: Upgrade Robot
    Upgrade Robot will permanently bestow the most powerful and high-tech gear and weaponry to your Robot Henchman. The Upgraded Robot will gain new abilities, powers and weapons. The powers gained are unique and dependant upon the target Robot Henchman that is Upgraded. This power only works on your Robot Henchman and you can only Empower any given Robot Henchman once. Recharge: Very Slow

    ------------------------------------------------------------
    Secondary Powersets
    ------------------------------------------------------------

    Traps:
    Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you can gain a great tactical advantage. Traps include ambush devises, as well as gadgets that can be constructed to aid you and your allies.

    1: Web Grenade
    Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Fast

    2: Caltrops
    You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that pass over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: Slow

    4: Triage Beacon
    You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: Very Long

    10: Acid Mortar
    You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: Slow

    16: Force Field Generator
    You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: Very Slow

    20: Poison Trap
    You can build a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long

    28: Seeker Drones
    You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Long

    35: Trip Mine
    You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delecite work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slow

    38: Detonator
    A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: Very Long

    ------------------------------------------------------------

    Dark Miasma:
    Focus the dark power of the Netherworld to weaken your foes. Dark Miasma focuses on draining your opponent.

    1: Twilight Grasp
    You channel Negative Energy from the Netherworld through yourself to a targeted foe. Twilight Grasp drains the power from that target and slowly transfers it to you and all nearby allies. The targeted foe's Accuracy and damage are reduced, while you and your nearby allies are healed. Recharge: Moderate

    2: Tar Patch
    Drops a large patch of viscous Negative Energy which dramatically slows down enemies that run though it and reduces their damage resistance. Affected targets stuck in the Tar Patch cannot jump or fly. Recharge: Slow

    4: Darkest Night
    While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and Accuracy of the target, and all foes nearby, as long as you keep the power active. Recharge: Slow

    10: Howling Twilight
    Activating this power channels the power of the Netherworld to weaken your foes, in an attempt to revive all nearby fallen allies. You must stand near your defeated allies to revive them, then select a foe. The selected foe and all nearby foes will be Slowed, Disoriented, and drained of some life. Revived allies will have full Hit Points and Endurance and will suffer no ill effects. Recharge: Very Long

    16: Shadow Fall
    Envelops you and your nearby teammates in a shroud of darkness. Shadow Fall does not grant Invisibility, but it does make you harder to detect. Even if you are discovered, Shadow Fall grants a bonus to Defense to melee and ranged attacks and Resistance to Fear, while reducing Energy, Negative Energy, and Psionic Damage. You cannot use any other Concealment type power while using Shadow Fall. Recharge: Slow

    20: Fearsome Stare
    Instills tremendous Fear within a cone area in front of you, causing all affected targets to tremble in Terror uncontrollably. Recharge: Slow

    28: Petrifying Gaze
    Petrifies a single targeted foe with a terrifying gaze. The victim is Held and defenseless. Recharge: Slow

    35: Black Hole
    Opens up a Black Hole to the Netherworld that temporarily pulls in all foes within its grasp. The victims become phase shifted and are completely intangible. They are hard to see, and cannot affect or be affected by those in normal space. Recharge: Slow

    38: Dark Servant
    Summons a Dark Servant to your aid. The Dark Servant possesses an assortment of dark powers to weaken your foes. The summoned entity is not a willing servant and it is only your power that binds it in this realm. The Dark Servant can be buffed and healed. Recharge: Very Long

    ------------------------------------------------------------

    Force Field:
    The Force Field powers give you the ability to create shells of energy that protect yourself and your allies from various forms of damage and harm. Force Fields do not reduce damage, but reduced your allies chance of getting hit in the first place.

    1: Force Bolt
    Discharges a bolt of force that knocks down foes and deals some Smashing Damage. Damage: Minor, Recharge: Fast

    2: Deflection Shield
    Dramatically protects an ally from Smashing, Lethal and Melee attacks for a limited time. Also reduces Toxic damage. You cannot stack multiple Deflection Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Insulation Shield. You cannot use this power on yourself. Recharge: Very Fast

    4: Insulation Shield
    Dramatically protects an ally from Fire, Cold, Energy, Negative Energy and Ranged attacks for a limited time. The Insulation also protects the target from Endurance Draining effects. You cannot stack multiple Insulation Shields on the same target; however, the shield can be improved by another ally using the same power. Can also be used in conjunction with your Deflection Shield. You cannot use this power on yourself. Recharge: Very Fast

    10: Detention Field
    Encases a targeted foe in a Detention Force Field. The captured target cannot be harmed, is Immobilized, and cannot attack or aid his allies. The target can, however, use powers on himself. Recharge: Slow

    16: Personal Force Field
    The Personal Force Field is almost impenetrable to all attacks, even Psionics, although attacks from more powerful foes may get through more easily. Personal Force Field will also reduce the damage of any attacks that do get through. The Personal Force Field works both ways; while it is active, you can only use powers that affect yourself. This includes your inherent power, Supremacy, will no longer buff your Henchmen. Cannot be used with Rest. Recharge: Slow

    20: Dispersion Bubble
    Creates a large bubble which protects all allies inside. While active, the Dispersion Bubble gives all allies within increased Defense against all attacks including Psionic and Area of Effect attacks. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. Recharge: Slow

    28: Repulsion Field
    This Toggle power creates a field that violently repels nearby foes. Each foe that is repelled costs you additional Endurance. Recharge: Slow

    35: Repulsion Bomb
    Projects an expanding Force Bubble around an ally that knocks down and Disorients nearby foes. This power cannot be used on yourself. Recharge: Slow

    38: Force Bubble
    Creates a large bubble which protects all allies inside. While active, this power keeps all foes at bay, protecting all allies inside from melee or short ranged attacks. More powerful foes may be able to penetrate the Force Bubble, but may slip and get knocked down and forced back if they try. Recharge: Slow

    ------------------------------------------------------------

    Poison:
    You are a master of Poison and can concoct a variety of venoms and toxins to powers allow you to weaken your enemies. When used correctly, some Poisons can even be used to aid your allies.

    1: Alkaloid
    When used correctly, poisons can be used to heal, as well as harm. Alkaloid consists just the right amount of amino acids to safely heal a single targeted ally. The healed target is also left with some resistance to Toxic Damage (This Toxic Damage Resistance cannot be Enhanced) You cannot use this power to heal yourself. Recharge: Fast

    2: Envenom
    You Envenom your foe with a nasty poison. The toxin directly attacks the immune system, reducing the affected targets Defense, Damage Resistance and Hit Point Regeneration Rate. The poison is so potent, that the target actually responds less to Healing while affected by the poison. Recharge: Slow

    4: Weaken
    You poison a single foe with a venom that significantly Weakens their strength. The affected target Accuracy and Damage output is severely reduced. Additionally, the affected targets the secondary power effects are weakened. The targets powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened.

    10: Neurotoxic Breath
    You can breath a cone of Neurotoxin gas that quickly start to anesthetize any nearby foes. Affected targets may choke on the gas as their movement and attack rate are severely reduced. Recharge: Slow

    16: Elixir of Life
    The Elixir of Life is a closely guarded secret. With this Elixir, you can revive a fallen ally and turn him into a killing machine. The revived target has increased damage, Accuracy, Endurance recovery, and attack speed. A brew of this sort is not without its side effects. The revived target will soon become very sick and severely weak after about 90 seconds. All effects of the Mutation will eventually wear off. Elixir of Life can only be used on Players and cannot be used on your Henchmen. Recharge: Very Long

    20: Antidote
    This Antidote can free and ally from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. The Antidote also grants the target some resistance to Toxic damage. Some of the effects of this power will improve with Multiple applications and as you advance in level. Recharge: Fast

    28: Paralytic Poison
    This Paralytic Poison viciously attacks a foes nervous system and can leave an affected target completely Held and defenseless. Recharge: Slow

    35: Poison Trap
    You can build a Poison Trap on the ground. Any villains that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a knock-out gas, and any foes in the affected area may be drained of much of its Endurance and quickly put it to Sleep. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long

    38: Noxious Gas
    You can infect one of your Henchmen, surrounding him with a Noxious Gas. All foes near the infected Henchmen will be overcome with the Noxious Gas. Their Defense, Accuracy, Damage and Damage resistance will all be reduced. Additionally, there is a chance than any affected humanoid enemy will become violently ill. Even the mightiest foe will stop dead in their tracks, and left helpless as they empty the contacts of their stomach. Recharge: Very Slow

    ------------------------------------------------------------

    Trick Arrow:
    Trick Arrows are tipped with an odd variety of payloads, which if used strategically, can dramatically alter a battle site.

    1: Entangling Arrow
    Upon impact, the Entangling Arrow releases a strong net that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking. The Entangling Arrow can bring down flying entities and halts jumping. Entangle Arrow has a fairly low Endurance cost and a bonus to its Accuracy. Recharge: Fast

    2: Flash Arrow
    This arrow explodes in a dazzling flash of light and sound. The targets are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow

    4: Glue Arrow
    This arrow carries a cartridge of intensely sticky glue, which explodes on impact. The glue Slows the movement and attack rates of any foes in the area. Damage: Recharge: Slow

    10: Ice Arrow
    This arrow can freeze a single foe in a block of ice. The target is frozen solid, helpless, and can be attacked. More powerful foes may not be Held, but all affected targets will be Slowed. Recharge: Moderate

    16: Poison Gas Arrow
    This arrow carries a capsule cloud of poisonous gas, which explodes on impact and weakens all foes in its vicinity. Affected foes damage potential will be severely reduced. Some foes will be react badly to the poison and choke for a time. Recharge: Slow

    20: Acid Arrow
    This arrow explodes in a small shower of acid on impact. This acid eats through armor, causing damage over time. It reduces the target's Defense as well as his Damage Resistance. Damage: Minor, Recharge: Slow

    28: Disruption Arrow
    This arrow plants a sonic resonator at a target location. The vibrations of the resonator weaken the Damage Resistance of all nearby foes. Recharge: Long

    35: Oil Slick Arrow
    On impact, this arrow creates an oil slick that Slows foes in the area and many cause them to slip and fall. The oil slick is very flammable and may burst into flames if fire is used near it. Recharge: Long

    38: EMP Arrow
    This arrow can unleash a massive pulse of electromagnetic energy on impact. This EMP can affect machines, and is even powerful enough to affect synaptic brain patterns. It will incapacitate all foes in its radius. Additionally, most machines and robots will take moderate high damage. However, this power uses a lot of Endurance and leaves you unable to recover Endurance for a while. Recharge: Very Long

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    CREDITS and Acknowledgements
    ------------------------------------------------------------


    Credit goes to Positron and pohsyb for the original Mastermind information posting
    Credit goes to Torment for reposting the henchmen's power information originally posted by ICG_Zombra
    Credit for Pictures goes to Master_Zaprobo, ICF_Zombra, Sgt_Tyranny, Anj, and Kuiper
    Credit goes to Narcissus and Chandley for Leadership pool infomation
    Credit goes to Master_Zaprobo for all his posts in CoV Beta on Masterminds
    And many, many thanks to all those who played Masterminds in CoV Beta!
    . . . Oh, and Red_Zero of course for copy, paste, save, and edit.

    ------------------------------------------------------------
    EMOTES for Fun
    ------------------------------------------------------------

    Now that you have Henchmen its time to boss them around. Use the /petsay <em whatever > to have fun. Note that the emote must be inbetween the < > symbols for it to work. Here is a list of emote commands that were added with City of Villians.

    slap
    slapreact
    smack [backhand; this and slap include appropriate noise]
    evillaugh [extremely melodramatic, overacted evil laugh]
    cower, fear, scared, afraid
    surrender [Hands up! two poses; second is on knees]
    goaway, buzzoff [shoo! Begone, pest!]
    slash ['you're finished' slash gesture across your own throat]
    curseyou, noooo (that's 4 o's...) [shaking fist]
    muahahaha
    hand, talktohand
    bowdown [you, minion! Bow before me, NOW!]
    threathand, smackyou [threaten to use the Smack emote...]
    handsup ["come out with your hands up!"]
    ledgesit [sit with legs over the edge of whatever you're standing on. Instant leg amputation if you're standing on the ground]
    flashlight
    walllean [casual lean against possibly non-existent wall]
    peerin[make hand binoculars and look into... something]
    protest [hold up one of several randomly selected mostly unreadable protest signs]
    laptop [summon a laptop and a tall, thin table to sit it on, and start typing]
    research [pull out book and begin consulting it while making gestures in the air with other hand]
    holdtorch [produce burning torch and hold out]
    drumdance [apparently some problems with this]
    batsmash
    batsmashreact
    panhandle [begs with tin cup]
    yatayata [make blah blah blah gesture with hand, look bored... "is he STILL talking?"]
  12. Blah, go for the meat, or should I say metal...

    Combined Zeus Titans!!
  13. [ QUOTE ]
    -The Council was formed from the ashes of Arachnos.


    [/ QUOTE ]

    Did someone just rewrite history here? From what I understood The Counsil had more to do with the arrival of the Kheldians.

    Also if it "formed from the ashes of Arachnos." isn't that Lord Recluse's organization and when people generally talk about an organization being in ashes that means it is defunct. As far as I know Lord Recluse is currently and definately not "defunct".
  14. Red_Zero

    Sally Spawn Rate

    Excellent work. I'm glad these things get noticed and investigated. Nice follow up.

    By the way, what is considered to be "rare" in terms of spawn rate, and are there things that are considered or suppose to be "uncommon" in terms of thier spawn rate as well?
  15. I think it would be better if the just to combine Damage Resistance into the Defense Insperation, rather than have 2 different classes of insperations. Either that, or open up more space for insperations.

    I still strongly think that the non-linear benifit of percentage based damage resistance needs to be addressed first.
  16. If Defiance was designed to address or in part address the later 35+ level damage scaling issue Blasters are concerned with I think you need to take a closer look at how this will interact with that.

    In the early levels, a blaster's base damage is pretty good and mob damage is not as proportially high in relation to a Blaster's hit points. This will allow more flexible room in using Defiance for offense and defensive purposes. Also, since blaster at early levels are still putting slots into thier powers and only can add training enhancements to them, the increase benifit they will see from it will be proportionally much greater and more useable.

    As levels progress and a Blasters powers fill out and better enhancements become available the benifit will be comparatively less. Further, as mob damage scales upward, the risk while at lower hitpoints becomes greater. The benifits of using and being able to use Defiance are much lesser.

    At the Late game, being below 40% health for a blaster is asking for certain debt. Not only that but having fully developed powers often will let a blaster ride the upper end of his own damage cap for breif periods of time on thier own power, while not continuously, it is often enough to make a difference. Defiance will not be a significant factor at this level, and will most likely be avoided as debt conscious blasters will be scrambling for health and safety.

    In effect, Defiance will further exaggerate the degree to which blaster damage scaling decreases at the higher level game. Defiance has made this issue worse not better.

    Early level life for blasters will be much better for blaster with Defiance and later life will still be the same, with many blasters falling out as the dynamics between mobs and blasters shift.

    While Defiance is a good and interesting power concept, it is not really made for blasters. If you can provide an explaination or reason for giving blasters this ability then I am open to hearing it, but as it is I think it has totally missed it's intended mark.
  17. Its a significant quality of life enhancement to a zone that sorely needed it. Good Job!

    My only point of note is that I though the mole points were suppose to be the jump off for quicker access to each zone. The existance of the original mole point makes one of the new portals redundant, and it could be taken out. Keep the mole points, especially now that the graphics are present, the mole points look cool.

    Extra kudos to the developer who found the mission mole point graphics by the way.
  18. NEW BADGES!! YES!

    Questions about them though:

    The new Taskforce badges that are replacing the old souviners issued. Will we have to redo the taskforces to have those awarded? As it is, I do not have them awarded but I do have the previous souviners.

    Badges for a billion?! Gonna need some extra end of game content for those, LOL.

    Are some of those new badges meant to be so big? I mean they are huge in comparison to older badges, but you can see more detail. Going to need a bigger shadow box to veiw them all now.

    Doing more with badges is cool. I look forward to any future ideas about badges.
  19. I would really like a little more background and story on the reasoning for giving Blasters an ability like Defiance (good call on the name change).

    The way I see it is that this power will be more useful to early level blasters who will take damage in smaller increments than late level blasters who will take damage in larger increments. At early levels, any buff is very significant to damage, and at late levels, the buff will not be as significant and will cap out before its full effect is felt.

    As one of the chief concerns of Blasters was damage scaling in the 35+ levels and that damage was fine below level 35, I see this as rather backwards, logically speaking. I do not see this as addressing this concern.

    Also, I see this as more of a Scrapper-esque ability than a Blaster ability.

    Finally, it is very much a double edged sword in that it can cut both ways. It can help you defeat your enemies but in turn you are at a very risky point. Weilding it without caution will cut you. I do not see this as being very promotional of increasing Blaster suvivablity in the later levels.

    As it is now, I can take it or leave it. But if I had the choice to trade this ability for something else, I am very much opened to discussion and will gladly put this on the table.

    I do not plan on using this ablility intentionally, and only as a last resort. Blasters play with enough fire as is.
  20. [ QUOTE ]
    Does this mean that my Blastsers can go from experienceing desperation to actually HAVING Desperation?

    [/ QUOTE ]

    Most blasters start out desperate at full health, and go down hill from there. The fact is, is when they started gearing up the enviroment to challange Archtypes with defenses, especially high defenses, the blaster got left behind in a big way.

    I really don't see "Desperation" as addressing blaster issues or problems at all. I have no idea where it comes from, or what the reasoning behind "Desperation" is. It really sounds like a power that should be given to scrappers instead. I have my doubts about how useful it will really be. It will need to be able to significantly breach the damage cap as it currently exists, if it doesn't it will be near worthless. The buff effect will need to start with the first hit point of damage taken and not when a blaster is at half or even three quarters health. I don't see this as promoting blaster survivablity, infact, it may do the reverse. It doesnt even sound good on paper or even within the whole concept of being a blaster.

    Infact, it seems that it may be even broken before getting out of the box like some people have already been pointing out with the "jump off a building then go nuclear" thing. I could honestly see some blasters going into a mission a 1 hp geared for AoE. This just seems like truely backwards exploit that makes me wonder if the "risk = reward" equation will be satisfied.

    I really think blasters need help. I don't think this is the right kind of help. I sincerly hope this is just the tip of the iceberg, and that better, more in depth, more appropriate stuff that is within the concept of being a blaster is comming down the line.

    HOWEVER, I really think the dev's fear making blasters what they should be. I really don't think they understand the Archtype or its concept. I think they fear a truely effective, survivable blaster as being able to displace other Archtypes because of its damage range concept, making melee types impotent because they wouldnt be able to engage fast enought to do anything, Controllers have nothing to control past the first volley, and defenders not having anything left to defend against.

    Unless the Devs can get past this fear, I think blasters going to have a disproportionate "risk to reward" ratio with more risk than reward. Of course, some of this balancing may be done on the other side of the the Archtype spectrum first.

    Blah, why do I write such long posts.
  21. I think a lot of people are missing the real reason why Atlas Park is so much more bussy than Galaxy City. The reason is: there is more than just a couple reasons.

    1. Atlas Park is populated by more than just new character. Many, many missions take you back to Atlas Park City Hall including:
    1.A. Any mission involving the notoriously secure M.A.G.I. Vault or its administrator.
    1.B. Capes and Aura missions at 20 and 30 are all started by talking to the City Representative.
    1.C. Several other missions have you talk to other NPC's in Atlas Park through out the levels. Very few missions beyond the early levels have you going to Galaxy City.

    2. Atlas Park is much more visually interesting than Galaxy City with the large Atlas statue, City Hall, and the Atlas Park blimp.

    3. Atlas Park has the largest Green Zone and is easily accessable to all levels, making it a logical place for large groups of people to mill about.

    4. Large groups of people make it much easier to organize events like costume contests, attracting even more people. Also, its a great place for people to "people watch" if your in to that kind of thing.

    5. Access to both Perez Park and the Hollows is found in Atlas Park, your other choice is Skyway City, not known for easy travel, especially at low levels.

    And yes, such large crowds do attract some negative elements to them, but look at it this way, you can have a much more quite time at Galaxy City because of it. I think this was the primary reason they put an arena in Galaxy City to try an live'n it up a bit, but that's not happening.

    Me personally, I like Atlas Park. And if you really want an out of the way dead zone, just try and find the Paragon Dance Club. Nothing happens there.
  22. Red_Zero

    Call for Models

    Cinnamon Kitten has been "Pouncing for Justice" on the Infinity Server off and on for a while.
    Cinnamon Kitten
  23. Red_Zero

    Blaster Damage

    You mean there was ACTUALLY a time where range WAS defense????

    It seems to me that the enviroment has changed so much in CoH as to have negatively affected the Blaster as an Archtype overall. The problem doen't seem to be nerf, as many people yell, it is more of the fact that many changes to the enviroment have been aimed at dealling with other Archtypes and tactics that the Blaster has been effectively forgotten about by the developers and left behind.