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Forum >> Archetype Discussion >> Mastermind >> Which Mastermind Pet's are the best?

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Protusion Profile
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Which Mastermind Pet's are the best? 

OK, I got my lvl 12 Mastermind with Zombies and so far seems like a reasonably good choice but my Son plays with the robots and he says they are the best. I'm just looking for some feedback from you all.

I was on an 8 Mastermind team last night and I couldn't tell who was better because we all ended up dying and had to recruit some Brutes and Stalkers to finish mish...LOL.



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Re: Which Mastermind Pet's are the best? 

QUOTE
OK, I got my lvl 12 Mastermind with Zombies and so far seems like a reasonably good choice but my Son plays with the robots and he says they are the best.  I'm just looking for some feedback from you all.  

I was on an 8 Mastermind team last night and I couldn't tell who was better because we all ended up dying and had to recruit some Brutes and Stalkers to finish mish...LOL.


I don't think I can classify one profession from the next. They all have their own pros and cons. I played with Robotics in the beta (stress test) and I have to say it sure was exciting, but I bet on later levels once EMP's and other electical defying devices are thrown out regularly, the robots will feel the burn a bit.

I say to go with whatever you feel like playing because at level 50 you're still going to amaze the lowbies as you summon your pets at the local hangout ^_^



***THIS POST HAS BEEN EDITED***



10/17/05 18:03 Login to rate this user's post!
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Re: Which Mastermind Pet's are the best? 

I've been testing out the zombies with a mastermind tonight.

Started from scratch, got 5 levels on her so far and I have to say, buff that zombie to high heaven and you don't need a team at low level, just keep a track on its health and dark miasma every now and again and it's like a mini team!

I've seen the robots running around and have to say that the sound FX for them are a bit annoying when they run past or open up on anything that moves.

At least with my little pet zom he's quiet, attacks what I tell him to attack and don't need an oil change or memory wipe every few levels!! :o)

Nah, at the moment it's all too early to really be able to tell any difference between what's best and what isn't, Im sure tho, that over the coming weeks and months as more details start to come through from the gamers here, that we will soon be having heated discussions on whats best and what's not!

All we need is plenty of feedback from everyone to help plug the gaps in info from the beta to the live game.

13 days and counting guys...

Firespray

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Re: Which Mastermind Pet's are the best? 

I got my dude up to Lvl 15 and I am having fun, big-time. The Grave Knight zombie is really strong and fast. I also noticed that the regular zombies are getting much faster. The early lvl's are really slow but still manageable. I have Poison as my secondary and use a triple enhanced heal from it to keep the zombies alive.

The MasterMinds at this point seem to be the masters of solo'ing. I have had more success and lvl'ed faster by being solo or maybe with one lackey. Teaming MasterMinds together on big teams isn't a good choice for these guys. The balanced team rule definitely applies here like in COH.

Anyway...thx for the feedback.



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Re: Which Mastermind Pet's are the best? 

Hmmm...I think this one is difficult to answer. In my own opinion, it seems that Zombies or Ninjas are the best types for solo play. Your pets will run into melee range and draw fire while you stand at a distance and keep them alive. For team play, it's probably best to have Robots or Mercenaries. They have ranged attacks, so your teammates can draw aggro while your pets fire away from a safe range.

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Re: Which Mastermind Pet's are the best? 

From my observations here is what I have deduced. Feel free to correct me if my deduction prove inaccurate.

Zombies have decent ranged attacks but do better when they close, most will close while a few stand off. They also tend to be harder to hurt then some of other pets

Ninja have low ranged attacks and tend to close right away because they do very good damage in close but seem more fragile

Robots have good ranged attacks and lesser close up attacks and most will stand off while a few close. They seem fairly sturdy.

Soldiers have very good ranged attacks and weak close up attacks and will tend to stay at distance as much as possible. These seem more easily damaged.

So which one is the best will depend on how you want to play.



***THIS POST HAS BEEN EDITED***



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Re: Which Mastermind Pet's are the best? 

QUOTE
From my observations here is what I have deduced.  Feel free to correct me if my deduction prove inaccurate.

Zombies have decent ranged attacks but do better when they close, most will close while a few stand off.  They also tend to be harder to hurt then some of other pets

Ninja have low ranged attacks and tend to close right away because they do very good damage in close but seem more fragile

Robots have good ranged attacks and lesser close up attacks and most will stand off while a few close. They seem fairly sturdy.

Soldiers have very good ranged attacks and weak close up attacks and will tend to stay at distance as much as possible. These seem more easily damaged.

So which one is the best will depend on how you want to play.

agreed




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Re: Which Mastermind Pet's are the best? 

Outstanding post Cresent...Thanks a bunch for the great info!!!



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Re: Which Mastermind Pet's are the best? 

The majority of my FilePlanet stress test duration was spent as a Mercenary Mastermind and I must say that they seam to be extremely effective in concentrating fire to reduce an enemy to their knees with their constant bursts. I even love to join them and coordinate the synchronized burst fires. It's beautiful to watch a neverending stream of damage rapidly blipping above a target. They're obviously not armored too well, but I have to say that if you have realism in mind when you play then they're a fascinating option.



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Re: Which Mastermind Pet's are the best? 

The annoying thing about the mercenary soldiers for me is the fact that each time you recall them the looks are randomized - one time it could be a red headed guy with a moustache, and the next time it could be a dark-haired guy with 5 o-clock shadow, etc., which makes it harder to keep track of your soldiers in group fighting. At least robots and zombies always look the same. I have not played the ninjas yet, so I do not know if they are randomized.



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Re: Which Mastermind Pet's are the best? 

With the radmoisation of the merc looks, if you name them, and I don't know if this works with all 'pets', don't the names stick when you re-summon? I've noticed that my zombie horde for Lady Sith works this way.

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Re: Which Mastermind Pet's are the best? 

QUOTE
With the radmoisation of the merc looks, if you name them, and I don't know if this works with all 'pets', don't the names stick when you re-summon?  I've noticed that my zombie horde for Lady Sith works this way.

Firespray
The names stuck, but the features change - which is also disconcerting.





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Re: Which Mastermind Pet's are the best? 

QUOTE
Your pets will run into melee range and draw fire while you stand at a distance and keep them alive


This is a good stragegy, but if you do so you are losing your mastermind inherent power. This requires you to be in melee (I think) range of your pets, and will boost their damage and accuracy.
I find with my Zombies this is safe, they keep the aggro. In teams, either the zombies or the brutes do.




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Re: Which Mastermind Pet's are the best? 

Very true but when you got a big team and you delay your attack for a second then the zombies are mopping up. I almost never take damage except for those damn arrow shooting dudes. Man do those guys put on a pounding. So far in the game those are the hardest baddies in CoV judging from my experience and other players comments.



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Re: Which Mastermind Pet's are the best? 

My thoughts and observations on Masterminds:

Zombies
Primary = Melee
Secondary = Ranged
Defense = Resistance

Ninja
Primary = Melee
Secondary = Melee
Defense = Defense

Robots
Primary = Ranged
Secondary = Melee
Defense = Resistance

Soldiers
Primary = Ranged
Secondary = Ranged
Defense = Defense

In addition I have the following observations:

I strongly recommend the Leadership power pool to ALL masterminds. It does effect your pets and your teammates pets.

I recommend avoiding the Concealment power pool. When you use Stealth or Invisibility your pets can not see you and do not receive a bonus from your special buff (I forget the name right now)

When it is time to pick your powers, it is pretty much essential to pick all of your pet related primary powers. It is also important to pick up Leadership and, usually, Fitness and a movement power. All told this will not leave many power selections for personalizing your Mastermind. Plan your character well in advance to allow for this or it will cripple you.

Finally, a bit tip - your pets can do emotes. Learn some keybinds and emotes and you will have a LOT more fun with your pets. The options are nearly limitless.

Have fun!

Arcane.



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Re: Which Mastermind Pet's are the best? 

thats usefull thanks



Necribas-dark melee/ super reflexes
quick arrow.- archery/ devices
mystic sorcerer- illusion control/ storm summoning
Black Pheonix.- Fire aura/ fire melee
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Re: Which Mastermind Pet's are the best? 

It just all depends on what you really feel like doing with your character. Robots or Soldiers for the ranged combat, Zombies and Ninjas for the melee. You have to build your char around what pet type you want. Take health/stamina for sure regardless, then it's up to you from there. I personally take a defense buff for myself because we're squishy as a blaster on CoH.

Oni-Wbu
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Re: Which Mastermind Pet's are the best? 

Oh boy, gotta add my two cents here. I just dinged 26 and HAD to get my assault bot. Forget about it. I am in love. That bad boy can clean house, and he only has one slot right now (cant wait to level again). Okay, so a father is prejudiced, but he's just so darn cute. You cant help but love BOB: Destroyer of Worlds! I dare ya.
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Re: Which Mastermind Pet's are the best? 

To be honest, I think in a pure powergaming perspective, that Merc's are the best ones. (Please note, this is all personal opinion).

The reason I say that is that they are almost totally long range only. Most enemies do a lot more damage in melee then they do at range, so being able to keep your minions always at range without having to keep clicking for them to come back is a huge advantage.

Paired with Traps for Caltrops or Dark Miasma for Tar Pit, you can pretty much guarentee that, if you want your guys out of melee, you can keep them out for an extended period of time.

I've personaly played all four mastermind primary's, and I love them all. But I have noticed (after getting each to 12+) that the Merc's have survived the easiest, they very rarely die as long as I keep them out of melee. But they are sorta squishie once they get there.



***THIS POST HAS BEEN EDITED***



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Re: Which Mastermind Pet's are the best? 

I just started a little mastermind friday, only did the first mision but I chose robotics and poisons and seems to work fairly well.

I've spent most of my time playing my brute who is just awesome and my necro MM has kinda fallen by the wayside a little. At the moment I am just trying different things out to see how they gel with me.

So far tho, am impressed with the little robot but that walking SFX really does start to get on my nerves after a while.

Mark







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Re: Which Mastermind Pet's are the best? 

Here's my Merc perspective.

First off, note that I have NOT played any other Mastermind types at length, so I don't know what they're capable of.

I love my Mercs. With the upgrade you get at level 8, they become automatic weapon MACHINES. The only downside I have with the Mercs is the Medic. His attacks are at slightly less of a range than the other mercs, so he tends to be in the front of the group. Not a good place for a medic.

However, I've soloed a few Elite Bosses without much trouble. (I had a little trouble with Professor Echo, but that's because he had Dr Aeon? with him as a Lt and they both use a lot of energy blast attacks including Energy Torrent, which is the knockback AOE)

The Special Ops guy is cool as heck. He does some nice immobilization effects (web grenade), an AoE disorient, a melee disorient, and a Flash Grenade, as well as doing very respectable damage with his gun.

I'm level 21 right now, so I haven't seen the Commando yet, but I hear he's quite impressive.

All in all, I'm extremely happy with my Mercs. They are a bit squishy, but with their own defense, plus my bubbles and knockback attack, they stay healthy pretty well. The Medic also does Aid Other as often as he can. Merc/FF is a pretty nice combo. Dark would probably also be a good mix with Mercs.



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Re: Which Mastermind Pet's are the best? 

Dark is a very good mix with Merc's, that's actualy what I have set up right now. Being able to drop the enemy accuracy and damage while raising your pet's damage and accuracy (since you can also drop enemy defense and resistance with a few powers) is insane with Merc's rapid fire capabilities. The heal is great also, since the merc's stay at range, where they are all in range of healing (you just need to GOTO them to stay in the same general area).

Medic's shouldn't really fight, at least mine never did when I was borrowing a friend's account. I left them on passive and defensive and left him in the back with the other guys. As for Commando, I got to play with that on his account also. He is INSANE! He puts out as much damage as a blaster would if they were a real player. By the time he cycles through his power list, orange LT's are already dead. (Using Tar Pit helps make sure this happens)



***THIS POST HAS BEEN EDITED***



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Re: Which Mastermind Pet's are the best? 

I have a lvl 8 Necromancy(zombie)/poison and i have to say that he is alot of fun.I solo most of my mishs cause i can basically blow through them with my zombies. Also, i jsut got enchant undead. Its really good and gives them some pretty sweet powers.



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Re: Which Mastermind Pet's are the best? 

Each MM Primary and secondary work well together. You just have to know what powers to take and what times to use them. The thing that needs to be said is get one of every type MM in a group. I did this the other night. 4 MM's, one of each type.

Ninja/Dark, Zombie/Poison, Bot/Trap, Merc, Trap.

I wouldn't have said that I could have went up 5 levels in 5 hours, but I did. We tore through 3-4 lvl's higher then us the entire time. I must say, the Protector bot doing Force Fields on all the pets, a must have. Zombie person had slotted his defense debuffs into poison, and slow into Vomit, combined w/ the debuffs of my dark powers the enemies were NOT doing much. I stood in the middle of combat with my ninjas, with my Shadow Fall on, and just cracked off my AoE heal every now and then. We were only level 23 decimating groups of 3-4 lvl 27 Tank Smasher Freakshow bosses, 3 lieut's, 5 minions. We made sure to set all our Reputation up to Ruthless at least.


The main point of this is to pay attention to what type of MM you choose. Pick a secondary that will help them, and use it effectively... as well as good teamplay. Notice what's going on and how to use your powers. Pay attention how you can slot things, not everything needs accuracy or damage. Slot ice with slow, use it for what it should do, slot dark w/ acc debuffs, slot vomit with slow. You see what I'm saying? Use the power for what it should be and you will honestly have more fun because you will be doing what you think your favorite villian would.




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Re: Which Mastermind Pet's are the best? 

I have noticed that mixing up MM pets work great. Zombies and Bots are a great duo as I'm sure Mercs/Ninjas are too but to have all four...WOW. I got to get that going...awesome post, thanks.

Somebody mentioned in an earlier post to get the Leadership Pool. Great advise, I currently don't have it yet but I plan to. Nice to see someone echoing what i have been thinking all along.



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Which Mastermind Pet's are the best? - Mine are, of course. 

I have gotten my Mercenary/Traps Mastermind up to level 29 now, just short of 30. Here are the things I have learned so far...

The Mercenaries:
The Soldiers are great. They have only ranged attacks, and hit for good automatic weapons fire. Not your strongest pet, but a good foundation for your team.
The Medic is kind of handy to have around, heals players and pets, and shoots things. However, he does tend to walk into the front of the group and die first. I wish he had 10 feet better range.
The Special Ops is very cool. All of his special attacks are great, and will make a difference in your combats. I wish he did not have a tendency to run into melee combat since his stun attack is the only one he can use in melee. I also wish he had a stealth mode, which would be fitting.
The Commando is Rambo on steroids. After 25 levels of watching a bunch of damage counters from 2 to 7 (from the Soldiers) you finally get some REAL damage. There is no drawback and no wishlist for this pet, it is perfect as is.

Other Mercenary Powers:
Get all the upgrade powers, but I personally avoid ALL attack powers. I do not want to waste my endurance or attention on attacking, and I do not want the aggro (I am squishy). I recommend all of the pet related powers only. Oh, except Serum. It may be nice when it is up, but with 1200 second recharge, it is almost never up. I keep holding it for the 'big boss' but never need it for the bosses, so never end up using it. For me it was a wasted slot.

Traps:
I make good use of the Caltrops, Triage Beacon and Force Field Generator, but do not use the others much. Three slot your FFG and TB with SOs and they will be wonderful. Do not ignore the status resistances on the FFG (holds, etc.).

Power Pools:

Concealment - Stealth does not make it so that your pets don't receive your Supremacy. I heard that somewhere but have found that to be incorrect. Stealth does let you avoid aggro, though. I recommend it.

Leadership - I have and always use all three base leadership powers. Vengeance does not power up from dead pets, only dead players, so I don't use it. The others have been fantastic. I three slot Tactics and Maneuvers with their appropriate enhancement, and add a fourth slot for endurance reduction.

Fitness - I am level 29 and have not yet had any problems with endurance. I avoid aggro, and run a lot of toggles, but do not directly attack. My remaining endurance is plenty for the Force Field Generator and Triage Beacon and Caltrops. I do not anticipate getting Fitness. If you have a lot of personal attacks, and use them, then I suppose you should take Fitness, but you can do quite well as a MM with no attack powers.

Speed - Very rarely have I wished for Hasten. Most of the time, I am doing very well and don't need it. With no need for hasten, Super Speed is not the movement power for me.

Other Movement Powers - I took flight and have been very happy with it. Hover lets me use my Leadership powers from a height so that it gets around those annoying crates. It also adds some much needed defense (only a little sadly). I can see how Teleportation or Super Leap would both still be useful, but I still recommend flight.

My MM is built around getting the most from my pets. Here are my priorities:
1. Summoning Pets (Soldiers, Special Ops, Commando)
2. Equipping Pets (Equip, Tactical Upgrade, Detonator)
3. Leadership (Maneuvers, Assault, Tactics)
4. Movement (Flight in my case)
5. Defense (Force Field Generators, Stealth)
6. Buffs and DeBuffs (Caltrops, Triage Beacon, Acid Mortar, Poison Trap, Trip Mine, Seeker Drones)

I hope that helps. Have fun. Look for me on Champions.

Edited:
I hit level 30 last night and tried out Seeker Drones. They look neat, but are not a very good power in my opinion. They do not follow your control and do not act in a reasonable fashion. They follow you around, you are not always sure really where they are. They attack targets that you are not attacking, and so you don't even know who they just debuffed and can not take advantage of it. They would work much better if they could be controlled like a pet. Unless they change this power, I am going to respec it out and not bother with it again.



***THIS POST HAS BEEN EDITED***



Champions Server
Joule Watt - Blaster (Electricity/Electricity) - level 37
Emerald Sword - Scrapper (Broadsword/Regeneration) - Level 34

General Tasker - Mastermind (Mercenaries/Traps) - Level 30

Global Name: Arcane
11/21/05 13:28 Login to rate this user's post!
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Dasha
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Re: Which Mastermind Pet's are the best? 

Me and my roomate duo together. We both made masterminds.. I have a Ninja/Bubbles he has Zombies/Trick Arrow.. and let me tell you wow...

Zombies at long range put our some pretty good damage with there poison moves.. buddy said one of em is an area effect damage over time maybe a splatter type.. and the knight is really powerful at both close and range.

Ninjas are really really fun. They are martial scrappers with the kick moves.. For ninjas it seems one goes in for close range and the rest hang back and do range. Then if the one in close dies another charges in..

The best thing of this duo is the secondary choices.. with my force bubbles adding def. (they are both 4 socketed with 3 Def increasers and 1 energy reducer) and his trick arrow the attack called Glue Arrow(?) the synergy between us is nice.. We both stay back and do crowd control. He shoots an arrow that immobilizes and I knock people around.

I know I know Im just rambling on and on.. I will stop..



Jake Roberts - 42 - NB/SR/BS Stalker - 142 Badges
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Dasha - 70 Shaman - Povar - Everquest - Blades of Law

11/23/05 11:13 Login to rate this user's post!
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Re: Which Mastermind Pet's are the best? 

Hi Dasha,

Welcome to GameAmp. We loved ramblers here, so I am sure you'll feel at home. And I agree with you that ninjas are a blast. They keep me busy all the time too, so I not idleing in the corner while they do the job. I have no idea if they are better or worse then the others, but I do know they are my kind of guys. Well, it could be because they are Yuki's brothers, but I doubt it.



***FEELS KINDA NAKED WITHOUT A SIGGIE***
11/23/05 11:51 Login to rate this user's post!
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RE: Which Mastermind Pet's are the best? 

im a level 34 r/ff mastermind and i would have to robotics are the best becuase when u get done upgrading all ur robots they get some kick ass aoe
12/17/05 10:52 Login to rate this user's post!
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RE: Which Mastermind Pet's are the best? 

Well, having pushed 2 types of MM to 20 and my ninjas to 10 I will give you my little opinion on this subject.

Robots get extremely annoying with the walking sound but are pretty cool, if a little bland. The fact that they do strong damage in melee and in range is a serious plus for them.

Mercinaries are very fun, and they bring a lot of damage "ticks" but for some reason whenever I meet a boss they seem to roll over.

Ninjas have the same problem as mercs do, only they seem to survive higher level battles more often because thier defenses are based on avoidance rather than resistance. One will allways seem to go in front and melee while the other sits and takes potshots with his shuriken or arrows, and when that ninja falls the second will run in and melee. I recommend using keybinds for goto and attack target to get them all in melee range of the target you want to drop, because they do far more damage in melee than they do in range.

I prefer the ninjas right now because one allways closes into melee and soaks up the damage for you. I havent tried an attackless Mastermind yet, but I am begining to see the wisdom in it, especially for a Robotics or Mercinaries MM, because the pets will outrange you, and while you arent a squishy as they are, you can resummon yourself! :) If you take Ninjas, I would recommend you go with Aimed Shot, not for damage but as a pulling option. Ninjas don't seem as resiliant as my Mercs or Robots ever were, partly because they do thier best damage at melee range. If there are 3 groups in one general area, sending the ninjas in to attack one will get them absolutly slaughtered as all the damage focuses on them. If you don't take an attack power like Aimed Shot, you can't seperate the groups and will lose a lot of Ninjas that way, wheras with Aimed you can order your ninjas to "goto" around a corner or back from the fight, and set them to Aggressive. Then you can Aimed Shot one member of the mob and fall back to behind the ninjas, who will slaughter the single group instead of the other way around.

Hope that helps you to play your masterminds to thier fullest!
12/17/05 16:19 Login to rate this user's post!

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