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As much as I can tell you about Mastermind pets

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Codexia Profile

Author: Codexia
View Profile of Codexia

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3 Comments
A guide to the MasterMind power sets:

People do seem to ask a lot, so here it is. As much info as I can possably get my hands on for Masterminds. Please note that this is all personal preference from information that I have experienced, and what i've found out talking to people.

Mercs:

Offense: Insane. Even at low levels with a few minions, their attack power is crazy. The drawback to it is damage buffs don't work so well on them because every attack that have is nearly DoT, so you get less benefit unless you use larger buffs/enhancements. However, having a group of 3 minions all using Full Auto is crazy. Not to mention the sniping shots your Tech Ops get.

Defense: If you can keep enemies from getting to melee range, your fine. Merc's are a little on the squishie side, but most enemies do much less damage ranged then melee, and they have resistance to both lethal and smashing, which makes it do even less. If they do end up in melee, prepare to blow through heals very quickly.

Powers: One disorient, one hold...nothing really special in this department.

Notes: Out of the four, this is the most range oriented, and it does it very well. Keep them out of melee, and you'll rip them to shreds.

Necromancy:

Offense: Insane, to put it simply. Pretty much every attack these pets do is high damage, and can be greatly enhanced with attack buffs and enhancements. There's really nothing else to say, except ouch...oh, and they can drain life. ALL of the pets have some way of draining life by the time you get the second upgrade. It's insane.

Defense: They are super squishy, beyond squishy, probobly to make up for their insane attack power. The undead don't get a dedicated healer at all until you get the second upgrade power, which gives all your pets siphon life or drain life. So they have to be babysat big time.

Powers: More than I care to list. Stuns, holds, drains, flight, you name it, they get it. And most are fairly effective to.

Notes: Let them run wild, they know how to kill, and they do it well. But make sure you keep an eye on their HP. Also, the knights are kinda stupid, you might have to force them into melee with GOTO to get them to use their sword.

Ninja:

Offense: Almost as good as zombies, and more varied. The problem with Ninja is they are stupid in combat, you generally have to GOTO them where you want them to be, or chances are, they won't do what you want. They get a good assortment of attacks though, most of them with knockdown.

Defense: Like zombies, only worse. They are the squishiest of the squishy, with absolutely no healers at all, you have to watch them 24/7. If you blink, you could find your whole team gone. However, they have a +defense bonus, so using the Leadership power for defense actually helps them a bit.

Powers: The Oni brings a lot of needed immobilizes and area affect powers to the table, but your other minions have hide, smoke bombs, and other such stealthy powers that make Ninja fairly annoying to actually hit once your higher level.

Robots:

Offense: Like the mercs, they are mostly DoT, so attack power upgrades don't work as well on them. However, they have a melee brawl attack...which actually hurts them more then helping them. At the worst possable time, any of your robots is likely to suddenly run forward straight into the fray and start pummeling. Silly robots, melee is for brutes. Once you get your assault bot, well...the pain flies, to put it simply, in a beautiful AoE fireworks show.

Defense: They have the most damage reduction of any of the Mastermind pet sets, but the most weaknesses also. Energy and EMP will rip you to shreds. One shot from a crey with an EMP gun can take down 50-75% of your poor robots hp. However, with defense bots, the Leadership defensive power can come into play here. This is the only pet set that can safely survive in melee. At least, for a few more seconds then the others.

Notes: This set is, for the most part, pure damage. Only the protector drones have any other powers, and then its really just a heal. The two other powers (drones and grenades) dont take effect to often unless you slot them for accuracy.

-END-

Anyway, hope that helps some people. And please note again, this is all based on personal experience and experimenting, as well as questioning higher level players.

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User Comments
Ninjas Aren't that squishy..  TruffulaTree on 12/28/05 18:16
 
I'm not sure what you're doing with your ninja henchmen...or maybe we have a variant in secondaries...but Undead Henchman are ALOT squishier than ninja henchmen. It's true that they don't have a heal, but when I was playing with Undead, they died alot faster than the ninjas, even though the ninjas couldn't heal. I have a sneaking suspicion that with each new empowerment they get more defense, because once Zen is on the Ninjas, they don't really go down, unless I'm fighting +3 or higher. Occasionally, yes. Not nearly as fast as the zombies though.

Ninjas also do more damage...  Wolf_Boy71 on 03/15/06 10:40

I have played all the MM henchmen sets and found my results to be a little different than yours on ninjas(mainly). I have found that ninjas actually do the most damage(although my calculations could be wrong). They don't have great defense, but if you have a good heal they almost never go down with mobs your lvl or even 1 or 2 higher. Thanks for your time.

sorry, but i found something else....  Wolf_Boy71 on 03/15/06 10:43

I found you said "They have the most damage reduction of any of the Mastermind pet sets" and i have found this to be almost true. In my eyes they are third for defense, zombies being first(no hp though) ninjas second, bots in third, and finally mercs. if anyone thinks im wrong, plz tell me so. for i can revise my data.

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