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User:Fleeting Whisper/Help Menu/Masterminds

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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 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. When you have two L2 Henchmen they are both one level lower than you. 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.

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 You 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.

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 Dispositions 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.

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 You are the greatest!

That will make your Henchmen bow and worship you.