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Posted

A MasterMind's inherent--Supremacy--pulses a leadership-esque wave to all henchmen within 60 feet every .75 seconds.  This pulse grants those Henchman a flat 25% boost to damage and another flat 10% boost to hit rate.

What if the MasterMind inherent were to broadcast other stats as well, scaled to their own combat attributes?

  • 25% of their Regeneration Rate
  • 25% of their Recovery Rate
  • 10% of their Personal Hit Rate
  • 10% of their Personal Damage Rate
  • 10% of their Defense
  • 10% of their Resistance
  • 75% of their Travel Speed and Stealth
  • 50% of their Status Resistance


Inspirations cannot automatically affect pets because of engine limitations.  Only Team Inspirations work, and while proliferating that system to the entire inspiration mechanic is intriguing it would vastly shift combat balance.  So, the MasterMind must inspire their henchmen one at a time.  But... with a buff like this, a MasterMind could also use an inspiration on themself and splash some of the benefit onto their minions through the Supremacy field (instead of having to dedicate their whole tray to henchmen inspirations).  It would also mean that buffing the MasterMind through other means (like a teammate's support, pool powers, and clever enhancement slotting) would also benefit nearby Henchmen.

The biggest complaint I see about the archetype is that the henchmen are too frail.  This doesn't exclusively apply to the players, either; the Kallisti Wharf Skulls who spawn minions through the MasterMind mechanic are equally hampered by this weakness.  As Henchmen are a remote appendage of the MasterMind's total body (like individual worker bees in a hive), it seems logical that they would share in the MasterMind's enhancement.

Thoughts?

Posted
18 hours ago, ThatGuyCDude said:

The biggest complaint I see about the archetype is that the henchmen are too frail.  This doesn't exclusively apply to the players, either; the Kallisti Wharf Skulls who spawn minions through the MasterMind mechanic are equally hampered by this weakness.  As Henchmen are a remote appendage of the MasterMind's total body (like individual worker bees in a hive), it seems logical that they would share in the MasterMind's enhancement.

Thoughts?

 

I've never thought of the MM henchmen as being 'too frail'... there is some variety among primaries, and the different choices of MM secondaries should be driving the MM's strategy for approaching content.

 

The biggest issues IMO:

  • While leveling up, MMs need to learn how to leverage their henchmen (and their own secondary)
  • With all three Tiers available, there is a level shift for the henchmen that has to be addressed.

The global pieces for henchmen buffs (e.g. Pet Damage and MM sets) help with these... but they aren't necessary for MM success IMO.

 

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